visual_shader.cpp 170 KB

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  1. /*************************************************************************/
  2. /* visual_shader.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader.h"
  31. #include "core/templates/vmap.h"
  32. #include "servers/rendering/shader_types.h"
  33. #include "visual_shader_nodes.h"
  34. #include "visual_shader_particle_nodes.h"
  35. #include "visual_shader_sdf_nodes.h"
  36. String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  37. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  38. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  39. }
  40. bool VisualShaderNode::is_simple_decl() const {
  41. return simple_decl;
  42. }
  43. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  44. port_preview = p_index;
  45. }
  46. int VisualShaderNode::get_output_port_for_preview() const {
  47. return port_preview;
  48. }
  49. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  50. Variant value = p_value;
  51. if (p_prev_value.get_type() != Variant::NIL) {
  52. switch (p_value.get_type()) {
  53. case Variant::FLOAT: {
  54. switch (p_prev_value.get_type()) {
  55. case Variant::INT: {
  56. value = (float)p_prev_value;
  57. } break;
  58. case Variant::FLOAT: {
  59. value = p_prev_value;
  60. } break;
  61. case Variant::VECTOR2: {
  62. Vector2 pv = p_prev_value;
  63. value = pv.x;
  64. } break;
  65. case Variant::VECTOR3: {
  66. Vector3 pv = p_prev_value;
  67. value = pv.x;
  68. } break;
  69. default:
  70. break;
  71. }
  72. } break;
  73. case Variant::INT: {
  74. switch (p_prev_value.get_type()) {
  75. case Variant::INT: {
  76. value = p_prev_value;
  77. } break;
  78. case Variant::FLOAT: {
  79. value = (int)p_prev_value;
  80. } break;
  81. case Variant::VECTOR2: {
  82. Vector2 pv = p_prev_value;
  83. value = (int)pv.x;
  84. } break;
  85. case Variant::VECTOR3: {
  86. Vector3 pv = p_prev_value;
  87. value = (int)pv.x;
  88. } break;
  89. default:
  90. break;
  91. }
  92. } break;
  93. case Variant::VECTOR2: {
  94. switch (p_prev_value.get_type()) {
  95. case Variant::INT: {
  96. float pv = (float)(int)p_prev_value;
  97. value = Vector2(pv, pv);
  98. } break;
  99. case Variant::FLOAT: {
  100. float pv = p_prev_value;
  101. value = Vector2(pv, pv);
  102. } break;
  103. case Variant::VECTOR2: {
  104. value = p_prev_value;
  105. } break;
  106. case Variant::VECTOR3: {
  107. Vector3 pv = p_prev_value;
  108. value = Vector2(pv.x, pv.y);
  109. } break;
  110. default:
  111. break;
  112. }
  113. } break;
  114. case Variant::VECTOR3: {
  115. switch (p_prev_value.get_type()) {
  116. case Variant::INT: {
  117. float pv = (float)(int)p_prev_value;
  118. value = Vector3(pv, pv, pv);
  119. } break;
  120. case Variant::FLOAT: {
  121. float pv = p_prev_value;
  122. value = Vector3(pv, pv, pv);
  123. } break;
  124. case Variant::VECTOR2: {
  125. Vector2 pv = p_prev_value;
  126. value = Vector3(pv.x, pv.y, pv.y);
  127. } break;
  128. case Variant::VECTOR3: {
  129. value = p_prev_value;
  130. } break;
  131. default:
  132. break;
  133. }
  134. } break;
  135. default:
  136. break;
  137. }
  138. }
  139. default_input_values[p_port] = value;
  140. emit_changed();
  141. }
  142. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  143. if (default_input_values.has(p_port)) {
  144. return default_input_values[p_port];
  145. }
  146. return Variant();
  147. }
  148. void VisualShaderNode::remove_input_port_default_value(int p_port) {
  149. if (default_input_values.has(p_port)) {
  150. default_input_values.erase(p_port);
  151. emit_changed();
  152. }
  153. }
  154. void VisualShaderNode::clear_default_input_values() {
  155. if (!default_input_values.is_empty()) {
  156. default_input_values.clear();
  157. emit_changed();
  158. }
  159. }
  160. bool VisualShaderNode::is_port_separator(int p_index) const {
  161. return false;
  162. }
  163. bool VisualShaderNode::is_output_port_connected(int p_port) const {
  164. if (connected_output_ports.has(p_port)) {
  165. return connected_output_ports[p_port] > 0;
  166. }
  167. return false;
  168. }
  169. void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
  170. if (p_connected) {
  171. connected_output_ports[p_port]++;
  172. } else {
  173. connected_output_ports[p_port]--;
  174. }
  175. }
  176. bool VisualShaderNode::is_input_port_connected(int p_port) const {
  177. if (connected_input_ports.has(p_port)) {
  178. return connected_input_ports[p_port];
  179. }
  180. return false;
  181. }
  182. void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
  183. connected_input_ports[p_port] = p_connected;
  184. }
  185. bool VisualShaderNode::is_generate_input_var(int p_port) const {
  186. return true;
  187. }
  188. bool VisualShaderNode::is_output_port_expandable(int p_port) const {
  189. return false;
  190. }
  191. bool VisualShaderNode::has_output_port_preview(int p_port) const {
  192. return true;
  193. }
  194. void VisualShaderNode::_set_output_ports_expanded(const Array &p_values) {
  195. for (int i = 0; i < p_values.size(); i++) {
  196. expanded_output_ports[p_values[i]] = true;
  197. }
  198. emit_changed();
  199. }
  200. Array VisualShaderNode::_get_output_ports_expanded() const {
  201. Array arr;
  202. for (int i = 0; i < get_output_port_count(); i++) {
  203. if (_is_output_port_expanded(i)) {
  204. arr.push_back(i);
  205. }
  206. }
  207. return arr;
  208. }
  209. void VisualShaderNode::_set_output_port_expanded(int p_port, bool p_expanded) {
  210. expanded_output_ports[p_port] = p_expanded;
  211. emit_changed();
  212. }
  213. bool VisualShaderNode::_is_output_port_expanded(int p_port) const {
  214. if (expanded_output_ports.has(p_port)) {
  215. return expanded_output_ports[p_port];
  216. }
  217. return false;
  218. }
  219. int VisualShaderNode::get_expanded_output_port_count() const {
  220. int count = get_output_port_count();
  221. int count2 = count;
  222. for (int i = 0; i < count; i++) {
  223. if (is_output_port_expandable(i) && _is_output_port_expanded(i)) {
  224. switch (get_output_port_type(i)) {
  225. case PORT_TYPE_VECTOR_2D: {
  226. count2 += 2;
  227. } break;
  228. case PORT_TYPE_VECTOR_3D: {
  229. count2 += 3;
  230. } break;
  231. default:
  232. break;
  233. }
  234. }
  235. }
  236. return count2;
  237. }
  238. bool VisualShaderNode::is_code_generated() const {
  239. return true;
  240. }
  241. bool VisualShaderNode::is_show_prop_names() const {
  242. return false;
  243. }
  244. bool VisualShaderNode::is_use_prop_slots() const {
  245. return false;
  246. }
  247. bool VisualShaderNode::is_disabled() const {
  248. return disabled;
  249. }
  250. void VisualShaderNode::set_disabled(bool p_disabled) {
  251. disabled = p_disabled;
  252. }
  253. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  254. return Vector<VisualShader::DefaultTextureParam>();
  255. }
  256. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  257. return String();
  258. }
  259. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  260. return String();
  261. }
  262. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  263. return String();
  264. }
  265. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  266. return Vector<StringName>();
  267. }
  268. Map<StringName, String> VisualShaderNode::get_editable_properties_names() const {
  269. return Map<StringName, String>();
  270. }
  271. Array VisualShaderNode::get_default_input_values() const {
  272. Array ret;
  273. for (const KeyValue<int, Variant> &E : default_input_values) {
  274. ret.push_back(E.key);
  275. ret.push_back(E.value);
  276. }
  277. return ret;
  278. }
  279. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  280. if (p_values.size() % 2 == 0) {
  281. for (int i = 0; i < p_values.size(); i += 2) {
  282. default_input_values[p_values[i + 0]] = p_values[i + 1];
  283. }
  284. }
  285. emit_changed();
  286. }
  287. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  288. return String();
  289. }
  290. bool VisualShaderNode::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  291. return false;
  292. }
  293. void VisualShaderNode::_bind_methods() {
  294. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  295. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  296. ClassDB::bind_method(D_METHOD("_set_output_port_expanded", "port"), &VisualShaderNode::_set_output_port_expanded);
  297. ClassDB::bind_method(D_METHOD("_is_output_port_expanded"), &VisualShaderNode::_is_output_port_expanded);
  298. ClassDB::bind_method(D_METHOD("_set_output_ports_expanded", "values"), &VisualShaderNode::_set_output_ports_expanded);
  299. ClassDB::bind_method(D_METHOD("_get_output_ports_expanded"), &VisualShaderNode::_get_output_ports_expanded);
  300. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value", "prev_value"), &VisualShaderNode::set_input_port_default_value, DEFVAL(Variant()));
  301. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  302. ClassDB::bind_method(D_METHOD("remove_input_port_default_value", "port"), &VisualShaderNode::remove_input_port_default_value);
  303. ClassDB::bind_method(D_METHOD("clear_default_input_values"), &VisualShaderNode::clear_default_input_values);
  304. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  305. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  306. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  307. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
  308. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "expanded_output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_output_ports_expanded", "_get_output_ports_expanded");
  309. ADD_SIGNAL(MethodInfo("editor_refresh_request"));
  310. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  311. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
  312. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D);
  313. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D);
  314. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  315. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  316. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  317. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  318. }
  319. VisualShaderNode::VisualShaderNode() {
  320. }
  321. /////////////////////////////////////////////////////////
  322. void VisualShaderNodeCustom::update_ports() {
  323. {
  324. input_ports.clear();
  325. int input_port_count;
  326. if (GDVIRTUAL_CALL(_get_input_port_count, input_port_count)) {
  327. for (int i = 0; i < input_port_count; i++) {
  328. Port port;
  329. if (!GDVIRTUAL_CALL(_get_input_port_name, i, port.name)) {
  330. port.name = "in" + itos(i);
  331. }
  332. if (!GDVIRTUAL_CALL(_get_input_port_type, i, port.type)) {
  333. port.type = (int)PortType::PORT_TYPE_SCALAR;
  334. }
  335. input_ports.push_back(port);
  336. }
  337. }
  338. }
  339. {
  340. output_ports.clear();
  341. int output_port_count;
  342. if (GDVIRTUAL_CALL(_get_output_port_count, output_port_count)) {
  343. for (int i = 0; i < output_port_count; i++) {
  344. Port port;
  345. if (!GDVIRTUAL_CALL(_get_output_port_name, i, port.name)) {
  346. port.name = "out" + itos(i);
  347. }
  348. if (!GDVIRTUAL_CALL(_get_output_port_type, i, port.type)) {
  349. port.type = (int)PortType::PORT_TYPE_SCALAR;
  350. }
  351. output_ports.push_back(port);
  352. }
  353. }
  354. }
  355. }
  356. String VisualShaderNodeCustom::get_caption() const {
  357. String ret;
  358. if (GDVIRTUAL_CALL(_get_name, ret)) {
  359. return ret;
  360. }
  361. return "Unnamed";
  362. }
  363. int VisualShaderNodeCustom::get_input_port_count() const {
  364. return input_ports.size();
  365. }
  366. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  367. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  368. return (PortType)input_ports[p_port].type;
  369. }
  370. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  371. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  372. return input_ports[p_port].name;
  373. }
  374. int VisualShaderNodeCustom::get_output_port_count() const {
  375. return output_ports.size();
  376. }
  377. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  378. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  379. return (PortType)output_ports[p_port].type;
  380. }
  381. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  382. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  383. return output_ports[p_port].name;
  384. }
  385. String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  386. ERR_FAIL_COND_V(!GDVIRTUAL_IS_OVERRIDDEN(_get_code), "");
  387. TypedArray<String> input_vars;
  388. for (int i = 0; i < get_input_port_count(); i++) {
  389. input_vars.push_back(p_input_vars[i]);
  390. }
  391. TypedArray<String> output_vars;
  392. for (int i = 0; i < get_output_port_count(); i++) {
  393. output_vars.push_back(p_output_vars[i]);
  394. }
  395. String code = " {\n";
  396. String _code;
  397. GDVIRTUAL_CALL(_get_code, input_vars, output_vars, p_mode, p_type, _code);
  398. bool nend = _code.ends_with("\n");
  399. _code = _code.insert(0, " ");
  400. _code = _code.replace("\n", "\n ");
  401. code += _code;
  402. if (!nend) {
  403. code += "\n }";
  404. } else {
  405. code.remove_at(code.size() - 1);
  406. code += "}";
  407. }
  408. code += "\n";
  409. return code;
  410. }
  411. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  412. String ret;
  413. if (GDVIRTUAL_CALL(_get_global_code, p_mode, ret)) {
  414. String code = "// " + get_caption() + "\n";
  415. code += ret;
  416. code += "\n";
  417. return code;
  418. }
  419. return "";
  420. }
  421. void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  422. if (!is_initialized) {
  423. VisualShaderNode::set_input_port_default_value(p_port, p_value, p_prev_value);
  424. }
  425. }
  426. void VisualShaderNodeCustom::set_default_input_values(const Array &p_values) {
  427. if (!is_initialized) {
  428. VisualShaderNode::set_default_input_values(p_values);
  429. }
  430. }
  431. void VisualShaderNodeCustom::remove_input_port_default_value(int p_port) {
  432. if (!is_initialized) {
  433. VisualShaderNode::remove_input_port_default_value(p_port);
  434. }
  435. }
  436. void VisualShaderNodeCustom::clear_default_input_values() {
  437. if (!is_initialized) {
  438. VisualShaderNode::clear_default_input_values();
  439. }
  440. }
  441. void VisualShaderNodeCustom::_set_input_port_default_value(int p_port, const Variant &p_value) {
  442. VisualShaderNode::set_input_port_default_value(p_port, p_value);
  443. }
  444. bool VisualShaderNodeCustom::_is_initialized() {
  445. return is_initialized;
  446. }
  447. void VisualShaderNodeCustom::_set_initialized(bool p_enabled) {
  448. is_initialized = p_enabled;
  449. }
  450. void VisualShaderNodeCustom::_bind_methods() {
  451. GDVIRTUAL_BIND(_get_name);
  452. GDVIRTUAL_BIND(_get_description);
  453. GDVIRTUAL_BIND(_get_category);
  454. GDVIRTUAL_BIND(_get_return_icon_type);
  455. GDVIRTUAL_BIND(_get_input_port_count);
  456. GDVIRTUAL_BIND(_get_input_port_type, "port");
  457. GDVIRTUAL_BIND(_get_input_port_name, "port");
  458. GDVIRTUAL_BIND(_get_output_port_count);
  459. GDVIRTUAL_BIND(_get_output_port_type, "port");
  460. GDVIRTUAL_BIND(_get_output_port_name, "port");
  461. GDVIRTUAL_BIND(_get_code, "input_vars", "output_vars", "mode", "type");
  462. GDVIRTUAL_BIND(_get_global_code, "mode");
  463. GDVIRTUAL_BIND(_is_highend);
  464. ClassDB::bind_method(D_METHOD("_set_initialized", "enabled"), &VisualShaderNodeCustom::_set_initialized);
  465. ClassDB::bind_method(D_METHOD("_is_initialized"), &VisualShaderNodeCustom::_is_initialized);
  466. ClassDB::bind_method(D_METHOD("_set_input_port_default_value", "port", "value"), &VisualShaderNodeCustom::_set_input_port_default_value);
  467. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_initialized", "_is_initialized");
  468. }
  469. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  470. simple_decl = false;
  471. }
  472. /////////////////////////////////////////////////////////
  473. void VisualShader::set_shader_type(Type p_type) {
  474. current_type = p_type;
  475. }
  476. VisualShader::Type VisualShader::get_shader_type() const {
  477. return current_type;
  478. }
  479. void VisualShader::add_varying(const String &p_name, VaryingMode p_mode, VaryingType p_type) {
  480. ERR_FAIL_COND(!p_name.is_valid_identifier());
  481. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  482. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  483. ERR_FAIL_COND(varyings.has(p_name));
  484. Varying var = Varying(p_name, p_mode, p_type);
  485. varyings[p_name] = var;
  486. varyings_list.push_back(var);
  487. _queue_update();
  488. }
  489. void VisualShader::remove_varying(const String &p_name) {
  490. ERR_FAIL_COND(!varyings.has(p_name));
  491. varyings.erase(p_name);
  492. for (List<Varying>::Element *E = varyings_list.front(); E; E = E->next()) {
  493. if (E->get().name == p_name) {
  494. varyings_list.erase(E);
  495. break;
  496. }
  497. }
  498. _queue_update();
  499. }
  500. bool VisualShader::has_varying(const String &p_name) const {
  501. return varyings.has(p_name);
  502. }
  503. int VisualShader::get_varyings_count() const {
  504. return varyings_list.size();
  505. }
  506. const VisualShader::Varying *VisualShader::get_varying_by_index(int p_idx) const {
  507. ERR_FAIL_INDEX_V(p_idx, varyings_list.size(), nullptr);
  508. return &varyings_list[p_idx];
  509. }
  510. void VisualShader::set_varying_mode(const String &p_name, VaryingMode p_mode) {
  511. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  512. ERR_FAIL_COND(!varyings.has(p_name));
  513. if (varyings[p_name].mode == p_mode) {
  514. return;
  515. }
  516. varyings[p_name].mode = p_mode;
  517. _queue_update();
  518. }
  519. VisualShader::VaryingMode VisualShader::get_varying_mode(const String &p_name) {
  520. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_MODE_MAX);
  521. return varyings[p_name].mode;
  522. }
  523. void VisualShader::set_varying_type(const String &p_name, VaryingType p_type) {
  524. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  525. ERR_FAIL_COND(!varyings.has(p_name));
  526. if (varyings[p_name].type == p_type) {
  527. return;
  528. }
  529. varyings[p_name].type = p_type;
  530. _queue_update();
  531. }
  532. VisualShader::VaryingType VisualShader::get_varying_type(const String &p_name) {
  533. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_TYPE_MAX);
  534. return varyings[p_name].type;
  535. }
  536. void VisualShader::set_engine_version(const Dictionary &p_engine_version) {
  537. ERR_FAIL_COND(!p_engine_version.has("major"));
  538. ERR_FAIL_COND(!p_engine_version.has("minor"));
  539. engine_version["major"] = p_engine_version["major"];
  540. engine_version["minor"] = p_engine_version["minor"];
  541. }
  542. Dictionary VisualShader::get_engine_version() const {
  543. return engine_version;
  544. }
  545. #ifndef DISABLE_DEPRECATED
  546. void VisualShader::update_engine_version(const Dictionary &p_new_version) {
  547. if (engine_version.is_empty()) { // before 4.0
  548. for (int i = 0; i < TYPE_MAX; i++) {
  549. for (KeyValue<int, Node> &E : graph[i].nodes) {
  550. Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(E.value.node.ptr());
  551. if (input.is_valid()) {
  552. if (input->get_input_name() == "side") {
  553. input->set_input_name("front_facing");
  554. }
  555. }
  556. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(E.value.node.ptr());
  557. if (expression.is_valid()) {
  558. for (int j = 0; j < expression->get_input_port_count(); j++) {
  559. int type = expression->get_input_port_type(j);
  560. if (type > 0) { // + PORT_TYPE_SCALAR_INT + PORT_TYPE_VECTOR_2D
  561. type += 2;
  562. }
  563. expression->set_input_port_type(j, type);
  564. }
  565. for (int j = 0; j < expression->get_output_port_count(); j++) {
  566. int type = expression->get_output_port_type(j);
  567. if (type > 0) { // + PORT_TYPE_SCALAR_INT + PORT_TYPE_VECTOR_2D
  568. type += 2;
  569. }
  570. expression->set_output_port_type(j, type);
  571. }
  572. }
  573. Ref<VisualShaderNodeStep> step = Object::cast_to<VisualShaderNodeStep>(E.value.node.ptr());
  574. if (step.is_valid()) {
  575. int op_type = int(step->get_op_type());
  576. if (int(op_type) > 0) { // + OP_TYPE_VECTOR_2D + OP_TYPE_VECTOR_2D_SCALAR
  577. op_type += 2;
  578. }
  579. step->set_op_type(VisualShaderNodeStep::OpType(op_type));
  580. }
  581. Ref<VisualShaderNodeSmoothStep> sstep = Object::cast_to<VisualShaderNodeSmoothStep>(E.value.node.ptr());
  582. if (sstep.is_valid()) {
  583. int op_type = int(sstep->get_op_type());
  584. if (int(op_type) > 0) { // + OP_TYPE_VECTOR_2D + OP_TYPE_VECTOR_2D_SCALAR
  585. op_type += 2;
  586. }
  587. sstep->set_op_type(VisualShaderNodeSmoothStep::OpType(op_type));
  588. }
  589. Ref<VisualShaderNodeMix> mix = Object::cast_to<VisualShaderNodeMix>(E.value.node.ptr());
  590. if (mix.is_valid()) {
  591. int op_type = int(mix->get_op_type());
  592. if (int(op_type) > 0) { // + OP_TYPE_VECTOR_2D + OP_TYPE_VECTOR_2D_SCALAR
  593. op_type += 2;
  594. }
  595. mix->set_op_type(VisualShaderNodeMix::OpType(op_type));
  596. }
  597. Ref<VisualShaderNodeCompare> compare = Object::cast_to<VisualShaderNodeCompare>(E.value.node.ptr());
  598. if (compare.is_valid()) {
  599. int ctype = int(compare->get_comparison_type());
  600. if (int(ctype) > 0) { // + CTYPE_SCALAR_INT + CTYPE_VECTOR_2D
  601. ctype += 2;
  602. }
  603. compare->set_comparison_type(VisualShaderNodeCompare::ComparisonType(ctype));
  604. }
  605. }
  606. }
  607. }
  608. set_engine_version(p_new_version);
  609. }
  610. #endif /* DISABLE_DEPRECATED */
  611. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  612. ERR_FAIL_COND(p_node.is_null());
  613. ERR_FAIL_COND(p_id < 2);
  614. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  615. Graph *g = &graph[p_type];
  616. ERR_FAIL_COND(g->nodes.has(p_id));
  617. Node n;
  618. n.node = p_node;
  619. n.position = p_position;
  620. Ref<VisualShaderNodeUniform> uniform = n.node;
  621. if (uniform.is_valid()) {
  622. String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform);
  623. uniform->set_uniform_name(valid_name);
  624. }
  625. Ref<VisualShaderNodeInput> input = n.node;
  626. if (input.is_valid()) {
  627. input->shader_mode = shader_mode;
  628. input->shader_type = p_type;
  629. input->connect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed), varray(p_type, p_id));
  630. }
  631. n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  632. Ref<VisualShaderNodeCustom> custom = n.node;
  633. if (custom.is_valid()) {
  634. custom->update_ports();
  635. }
  636. g->nodes[p_id] = n;
  637. _queue_update();
  638. }
  639. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  640. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  641. Graph *g = &graph[p_type];
  642. ERR_FAIL_COND(!g->nodes.has(p_id));
  643. g->nodes[p_id].position = p_position;
  644. }
  645. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  646. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  647. const Graph *g = &graph[p_type];
  648. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  649. return g->nodes[p_id].position;
  650. }
  651. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  652. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  653. const Graph *g = &graph[p_type];
  654. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  655. return g->nodes[p_id].node;
  656. }
  657. Vector<int> VisualShader::get_node_list(Type p_type) const {
  658. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  659. const Graph *g = &graph[p_type];
  660. Vector<int> ret;
  661. for (const KeyValue<int, Node> &E : g->nodes) {
  662. ret.push_back(E.key);
  663. }
  664. return ret;
  665. }
  666. int VisualShader::get_valid_node_id(Type p_type) const {
  667. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  668. const Graph *g = &graph[p_type];
  669. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  670. }
  671. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  672. for (const KeyValue<int, Node> &E : graph[p_type].nodes) {
  673. if (E.value.node == p_node) {
  674. return E.key;
  675. }
  676. }
  677. return NODE_ID_INVALID;
  678. }
  679. void VisualShader::remove_node(Type p_type, int p_id) {
  680. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  681. ERR_FAIL_COND(p_id < 2);
  682. Graph *g = &graph[p_type];
  683. ERR_FAIL_COND(!g->nodes.has(p_id));
  684. Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
  685. if (input.is_valid()) {
  686. input->disconnect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed));
  687. }
  688. g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
  689. g->nodes.erase(p_id);
  690. for (List<Connection>::Element *E = g->connections.front(); E;) {
  691. List<Connection>::Element *N = E->next();
  692. if (E->get().from_node == p_id || E->get().to_node == p_id) {
  693. g->connections.erase(E);
  694. if (E->get().from_node == p_id) {
  695. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  696. g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false);
  697. }
  698. }
  699. E = N;
  700. }
  701. _queue_update();
  702. }
  703. void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_class) {
  704. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  705. ERR_FAIL_COND(p_id < 2);
  706. Graph *g = &graph[p_type];
  707. ERR_FAIL_COND(!g->nodes.has(p_id));
  708. if (g->nodes[p_id].node->get_class_name() == p_new_class) {
  709. return;
  710. }
  711. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(p_new_class));
  712. vsn->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  713. g->nodes[p_id].node = Ref<VisualShaderNode>(vsn);
  714. _queue_update();
  715. }
  716. bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  717. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  718. const Graph *g = &graph[p_type];
  719. for (const Connection &E : g->connections) {
  720. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  721. return true;
  722. }
  723. }
  724. return false;
  725. }
  726. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  727. bool result = false;
  728. const VisualShader::Node &node = p_graph->nodes[p_node];
  729. for (const int &E : node.prev_connected_nodes) {
  730. if (E == p_target) {
  731. return true;
  732. }
  733. result = is_nodes_connected_relatively(p_graph, E, p_target);
  734. if (result) {
  735. break;
  736. }
  737. }
  738. return result;
  739. }
  740. bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  741. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  742. const Graph *g = &graph[p_type];
  743. if (!g->nodes.has(p_from_node)) {
  744. return false;
  745. }
  746. if (p_from_node == p_to_node) {
  747. return false;
  748. }
  749. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_expanded_output_port_count()) {
  750. return false;
  751. }
  752. if (!g->nodes.has(p_to_node)) {
  753. return false;
  754. }
  755. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) {
  756. return false;
  757. }
  758. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  759. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  760. if (!is_port_types_compatible(from_port_type, to_port_type)) {
  761. return false;
  762. }
  763. for (const Connection &E : g->connections) {
  764. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  765. return false;
  766. }
  767. }
  768. if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) {
  769. return false;
  770. }
  771. return true;
  772. }
  773. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  774. return MAX(0, p_a - 4) == (MAX(0, p_b - 4));
  775. }
  776. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  777. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  778. Graph *g = &graph[p_type];
  779. ERR_FAIL_COND(!g->nodes.has(p_from_node));
  780. ERR_FAIL_INDEX(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count());
  781. ERR_FAIL_COND(!g->nodes.has(p_to_node));
  782. ERR_FAIL_INDEX(p_to_port, g->nodes[p_to_node].node->get_input_port_count());
  783. Connection c;
  784. c.from_node = p_from_node;
  785. c.from_port = p_from_port;
  786. c.to_node = p_to_node;
  787. c.to_port = p_to_port;
  788. g->connections.push_back(c);
  789. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  790. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  791. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  792. _queue_update();
  793. }
  794. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  795. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  796. Graph *g = &graph[p_type];
  797. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  798. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count(), ERR_INVALID_PARAMETER);
  799. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  800. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  801. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  802. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  803. ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform.");
  804. for (const Connection &E : g->connections) {
  805. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  806. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  807. }
  808. }
  809. Connection c;
  810. c.from_node = p_from_node;
  811. c.from_port = p_from_port;
  812. c.to_node = p_to_node;
  813. c.to_port = p_to_port;
  814. g->connections.push_back(c);
  815. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  816. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  817. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  818. _queue_update();
  819. return OK;
  820. }
  821. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  822. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  823. Graph *g = &graph[p_type];
  824. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  825. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  826. g->connections.erase(E);
  827. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  828. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
  829. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
  830. _queue_update();
  831. return;
  832. }
  833. }
  834. }
  835. Array VisualShader::_get_node_connections(Type p_type) const {
  836. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  837. const Graph *g = &graph[p_type];
  838. Array ret;
  839. for (const Connection &E : g->connections) {
  840. Dictionary d;
  841. d["from_node"] = E.from_node;
  842. d["from_port"] = E.from_port;
  843. d["to_node"] = E.to_node;
  844. d["to_port"] = E.to_port;
  845. ret.push_back(d);
  846. }
  847. return ret;
  848. }
  849. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  850. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  851. const Graph *g = &graph[p_type];
  852. for (const Connection &E : g->connections) {
  853. r_connections->push_back(E);
  854. }
  855. }
  856. void VisualShader::set_mode(Mode p_mode) {
  857. ERR_FAIL_INDEX_MSG(p_mode, Mode::MODE_MAX, vformat("Invalid shader mode: %d.", p_mode));
  858. if (shader_mode == p_mode) {
  859. return;
  860. }
  861. //erase input/output connections
  862. modes.clear();
  863. flags.clear();
  864. shader_mode = p_mode;
  865. for (int i = 0; i < TYPE_MAX; i++) {
  866. for (KeyValue<int, Node> &E : graph[i].nodes) {
  867. Ref<VisualShaderNodeInput> input = E.value.node;
  868. if (input.is_valid()) {
  869. input->shader_mode = shader_mode;
  870. //input->input_index = 0;
  871. }
  872. }
  873. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  874. output->shader_mode = shader_mode;
  875. // clear connections since they are no longer valid
  876. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  877. bool keep = true;
  878. List<Connection>::Element *N = E->next();
  879. int from = E->get().from_node;
  880. int to = E->get().to_node;
  881. if (!graph[i].nodes.has(from)) {
  882. keep = false;
  883. } else {
  884. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  885. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  886. keep = false;
  887. }
  888. }
  889. if (!graph[i].nodes.has(to)) {
  890. keep = false;
  891. } else {
  892. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  893. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  894. keep = false;
  895. }
  896. }
  897. if (!keep) {
  898. graph[i].connections.erase(E);
  899. }
  900. E = N;
  901. }
  902. }
  903. _queue_update();
  904. notify_property_list_changed();
  905. }
  906. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  907. graph_offset = p_offset;
  908. }
  909. Vector2 VisualShader::get_graph_offset() const {
  910. return graph_offset;
  911. }
  912. Shader::Mode VisualShader::get_mode() const {
  913. return shader_mode;
  914. }
  915. bool VisualShader::is_text_shader() const {
  916. return false;
  917. }
  918. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  919. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  920. ERR_FAIL_COND_V(!node.is_valid(), String());
  921. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_expanded_output_port_count(), String());
  922. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  923. StringBuilder global_code;
  924. StringBuilder global_code_per_node;
  925. Map<Type, StringBuilder> global_code_per_func;
  926. StringBuilder code;
  927. Set<StringName> classes;
  928. global_code += String() + "shader_type canvas_item;\n";
  929. String global_expressions;
  930. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  931. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  932. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  933. if (global_expression.is_valid()) {
  934. String expr = "";
  935. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  936. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  937. expr = expr.replace("\n", "\n ");
  938. expr += "\n";
  939. global_expressions += expr;
  940. }
  941. }
  942. }
  943. global_code += "\n";
  944. global_code += global_expressions;
  945. //make it faster to go around through shader
  946. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  947. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  948. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  949. ConnectionKey from_key;
  950. from_key.node = E->get().from_node;
  951. from_key.port = E->get().from_port;
  952. output_connections.insert(from_key, E);
  953. ConnectionKey to_key;
  954. to_key.node = E->get().to_node;
  955. to_key.port = E->get().to_port;
  956. input_connections.insert(to_key, E);
  957. }
  958. code += "\nvoid fragment() {\n";
  959. Set<int> processed;
  960. Error err = _write_node(p_type, &global_code, &global_code_per_node, &global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
  961. ERR_FAIL_COND_V(err != OK, String());
  962. switch (node->get_output_port_type(p_port)) {
  963. case VisualShaderNode::PORT_TYPE_SCALAR: {
  964. code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ");\n";
  965. } break;
  966. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  967. code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  968. } break;
  969. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  970. code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
  971. } break;
  972. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  973. code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n";
  974. } break;
  975. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  976. code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  977. } break;
  978. default: {
  979. code += " COLOR.rgb = vec3(0.0);\n";
  980. } break;
  981. }
  982. code += "}\n";
  983. //set code secretly
  984. global_code += "\n\n";
  985. String final_code = global_code;
  986. final_code += global_code_per_node;
  987. final_code += code;
  988. return final_code;
  989. }
  990. String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const {
  991. String name = p_port_name;
  992. if (name.is_empty()) {
  993. return String();
  994. }
  995. while (name.length() && !is_ascii_char(name[0])) {
  996. name = name.substr(1, name.length() - 1);
  997. }
  998. if (!name.is_empty()) {
  999. String valid_name;
  1000. for (int i = 0; i < name.length(); i++) {
  1001. if (is_ascii_identifier_char(name[i])) {
  1002. valid_name += String::chr(name[i]);
  1003. } else if (name[i] == ' ') {
  1004. valid_name += "_";
  1005. }
  1006. }
  1007. name = valid_name;
  1008. } else {
  1009. return String();
  1010. }
  1011. List<String> input_names;
  1012. List<String> output_names;
  1013. for (int i = 0; i < p_node->get_input_port_count(); i++) {
  1014. if (!p_output && i == p_port_id) {
  1015. continue;
  1016. }
  1017. if (name == p_node->get_input_port_name(i)) {
  1018. return String();
  1019. }
  1020. }
  1021. for (int i = 0; i < p_node->get_output_port_count(); i++) {
  1022. if (p_output && i == p_port_id) {
  1023. continue;
  1024. }
  1025. if (name == p_node->get_output_port_name(i)) {
  1026. return String();
  1027. }
  1028. }
  1029. return name;
  1030. }
  1031. String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const {
  1032. String name = p_name; //validate name first
  1033. while (name.length() && !is_ascii_char(name[0])) {
  1034. name = name.substr(1, name.length() - 1);
  1035. }
  1036. if (!name.is_empty()) {
  1037. String valid_name;
  1038. for (int i = 0; i < name.length(); i++) {
  1039. if (is_ascii_identifier_char(name[i])) {
  1040. valid_name += String::chr(name[i]);
  1041. } else if (name[i] == ' ') {
  1042. valid_name += "_";
  1043. }
  1044. }
  1045. name = valid_name;
  1046. }
  1047. if (name.is_empty()) {
  1048. name = p_uniform->get_caption();
  1049. }
  1050. int attempt = 1;
  1051. while (true) {
  1052. bool exists = false;
  1053. for (int i = 0; i < TYPE_MAX; i++) {
  1054. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1055. Ref<VisualShaderNodeUniform> node = E.value.node;
  1056. if (node == p_uniform) { //do not test on self
  1057. continue;
  1058. }
  1059. if (node.is_valid() && node->get_uniform_name() == name) {
  1060. exists = true;
  1061. break;
  1062. }
  1063. }
  1064. if (exists) {
  1065. break;
  1066. }
  1067. }
  1068. if (exists) {
  1069. //remove numbers, put new and try again
  1070. attempt++;
  1071. while (name.length() && is_digit(name[name.length() - 1])) {
  1072. name = name.substr(0, name.length() - 1);
  1073. }
  1074. ERR_FAIL_COND_V(name.is_empty(), String());
  1075. name += itos(attempt);
  1076. } else {
  1077. break;
  1078. }
  1079. }
  1080. return name;
  1081. }
  1082. static const char *type_string[VisualShader::TYPE_MAX] = {
  1083. "vertex",
  1084. "fragment",
  1085. "light",
  1086. "start",
  1087. "process",
  1088. "collide",
  1089. "start_custom",
  1090. "process_custom",
  1091. "sky",
  1092. "fog",
  1093. };
  1094. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  1095. String name = p_name;
  1096. if (name == "mode") {
  1097. set_mode(Shader::Mode(int(p_value)));
  1098. return true;
  1099. } else if (name.begins_with("flags/")) {
  1100. StringName flag = name.get_slicec('/', 1);
  1101. bool enable = p_value;
  1102. if (enable) {
  1103. flags.insert(flag);
  1104. } else {
  1105. flags.erase(flag);
  1106. }
  1107. _queue_update();
  1108. return true;
  1109. } else if (name.begins_with("modes/")) {
  1110. String mode = name.get_slicec('/', 1);
  1111. int value = p_value;
  1112. if (value == 0) {
  1113. modes.erase(mode); //means it's default anyway, so don't store it
  1114. } else {
  1115. modes[mode] = value;
  1116. }
  1117. _queue_update();
  1118. return true;
  1119. } else if (name.begins_with("varyings/")) {
  1120. String var_name = name.get_slicec('/', 1);
  1121. Varying value = Varying();
  1122. value.name = var_name;
  1123. if (value.from_string(p_value) && !varyings.has(var_name)) {
  1124. varyings[var_name] = value;
  1125. varyings_list.push_back(value);
  1126. }
  1127. _queue_update();
  1128. return true;
  1129. } else if (name.begins_with("nodes/")) {
  1130. String typestr = name.get_slicec('/', 1);
  1131. Type type = TYPE_VERTEX;
  1132. for (int i = 0; i < TYPE_MAX; i++) {
  1133. if (typestr == type_string[i]) {
  1134. type = Type(i);
  1135. break;
  1136. }
  1137. }
  1138. String index = name.get_slicec('/', 2);
  1139. if (index == "connections") {
  1140. Vector<int> conns = p_value;
  1141. if (conns.size() % 4 == 0) {
  1142. for (int i = 0; i < conns.size(); i += 4) {
  1143. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  1144. }
  1145. }
  1146. return true;
  1147. }
  1148. int id = index.to_int();
  1149. String what = name.get_slicec('/', 3);
  1150. if (what == "node") {
  1151. add_node(type, p_value, Vector2(), id);
  1152. return true;
  1153. } else if (what == "position") {
  1154. set_node_position(type, id, p_value);
  1155. return true;
  1156. } else if (what == "size") {
  1157. ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->set_size(p_value);
  1158. return true;
  1159. } else if (what == "input_ports") {
  1160. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  1161. return true;
  1162. } else if (what == "output_ports") {
  1163. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  1164. return true;
  1165. } else if (what == "expression") {
  1166. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  1167. return true;
  1168. }
  1169. }
  1170. return false;
  1171. }
  1172. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  1173. String name = p_name;
  1174. if (name == "mode") {
  1175. r_ret = get_mode();
  1176. return true;
  1177. } else if (name.begins_with("flags/")) {
  1178. StringName flag = name.get_slicec('/', 1);
  1179. r_ret = flags.has(flag);
  1180. return true;
  1181. } else if (name.begins_with("modes/")) {
  1182. String mode = name.get_slicec('/', 1);
  1183. if (modes.has(mode)) {
  1184. r_ret = modes[mode];
  1185. } else {
  1186. r_ret = 0;
  1187. }
  1188. return true;
  1189. } else if (name.begins_with("varyings/")) {
  1190. String var_name = name.get_slicec('/', 1);
  1191. if (varyings.has(var_name)) {
  1192. r_ret = varyings[var_name].to_string();
  1193. } else {
  1194. r_ret = String();
  1195. }
  1196. return true;
  1197. } else if (name.begins_with("nodes/")) {
  1198. String typestr = name.get_slicec('/', 1);
  1199. Type type = TYPE_VERTEX;
  1200. for (int i = 0; i < TYPE_MAX; i++) {
  1201. if (typestr == type_string[i]) {
  1202. type = Type(i);
  1203. break;
  1204. }
  1205. }
  1206. String index = name.get_slicec('/', 2);
  1207. if (index == "connections") {
  1208. Vector<int> conns;
  1209. for (const Connection &E : graph[type].connections) {
  1210. conns.push_back(E.from_node);
  1211. conns.push_back(E.from_port);
  1212. conns.push_back(E.to_node);
  1213. conns.push_back(E.to_port);
  1214. }
  1215. r_ret = conns;
  1216. return true;
  1217. }
  1218. int id = index.to_int();
  1219. String what = name.get_slicec('/', 3);
  1220. if (what == "node") {
  1221. r_ret = get_node(type, id);
  1222. return true;
  1223. } else if (what == "position") {
  1224. r_ret = get_node_position(type, id);
  1225. return true;
  1226. } else if (what == "size") {
  1227. r_ret = ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->get_size();
  1228. return true;
  1229. } else if (what == "input_ports") {
  1230. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  1231. return true;
  1232. } else if (what == "output_ports") {
  1233. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  1234. return true;
  1235. } else if (what == "expression") {
  1236. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  1237. return true;
  1238. }
  1239. }
  1240. return false;
  1241. }
  1242. void VisualShader::reset_state() {
  1243. #ifndef _MSC_VER
  1244. #warning everything needs to be cleared here
  1245. #endif
  1246. emit_changed();
  1247. }
  1248. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  1249. //mode
  1250. p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky,Fog"));
  1251. //render modes
  1252. Map<String, String> blend_mode_enums;
  1253. Set<String> toggles;
  1254. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  1255. for (int i = 0; i < rmodes.size(); i++) {
  1256. const ShaderLanguage::ModeInfo &info = rmodes[i];
  1257. if (!info.options.is_empty()) {
  1258. const String begin = String(info.name);
  1259. for (int j = 0; j < info.options.size(); j++) {
  1260. const String option = String(info.options[j]);
  1261. if (!blend_mode_enums.has(begin)) {
  1262. blend_mode_enums[begin] = option;
  1263. } else {
  1264. blend_mode_enums[begin] += "," + option;
  1265. }
  1266. }
  1267. } else {
  1268. toggles.insert(String(info.name));
  1269. }
  1270. }
  1271. for (const KeyValue<String, String> &E : blend_mode_enums) {
  1272. p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E.key, PROPERTY_HINT_ENUM, E.value));
  1273. }
  1274. for (Set<String>::Element *E = toggles.front(); E; E = E->next()) {
  1275. p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
  1276. }
  1277. for (const KeyValue<String, Varying> &E : varyings) {
  1278. p_list->push_back(PropertyInfo(Variant::STRING, "varyings/" + E.key));
  1279. }
  1280. for (int i = 0; i < TYPE_MAX; i++) {
  1281. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1282. String prop_name = "nodes/";
  1283. prop_name += type_string[i];
  1284. prop_name += "/" + itos(E.key);
  1285. if (E.key != NODE_ID_OUTPUT) {
  1286. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
  1287. }
  1288. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1289. if (Object::cast_to<VisualShaderNodeGroupBase>(E.value.node.ptr()) != nullptr) {
  1290. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1291. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1292. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1293. }
  1294. if (Object::cast_to<VisualShaderNodeExpression>(E.value.node.ptr()) != nullptr) {
  1295. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1296. }
  1297. }
  1298. p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1299. }
  1300. }
  1301. Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBuilder *global_code_per_node, Map<Type, StringBuilder> *global_code_per_func, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview, Set<StringName> &r_classes) const {
  1302. const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
  1303. if (vsnode->is_disabled()) {
  1304. code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
  1305. code += " // Node is disabled and code is not generated.\n";
  1306. return OK;
  1307. }
  1308. //check inputs recursively first
  1309. int input_count = vsnode->get_input_port_count();
  1310. for (int i = 0; i < input_count; i++) {
  1311. ConnectionKey ck;
  1312. ck.node = node;
  1313. ck.port = i;
  1314. if (input_connections.has(ck)) {
  1315. int from_node = input_connections[ck]->get().from_node;
  1316. if (processed.has(from_node)) {
  1317. continue;
  1318. }
  1319. Error err = _write_node(type, global_code, global_code_per_node, global_code_per_func, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview, r_classes);
  1320. if (err) {
  1321. return err;
  1322. }
  1323. }
  1324. }
  1325. // then this node
  1326. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
  1327. for (int i = 0; i < params.size(); i++) {
  1328. def_tex_params.push_back(params[i]);
  1329. }
  1330. Ref<VisualShaderNodeInput> input = vsnode;
  1331. bool skip_global = input.is_valid() && for_preview;
  1332. if (!skip_global) {
  1333. Ref<VisualShaderNodeUniform> uniform = vsnode;
  1334. if (!uniform.is_valid() || !uniform->is_global_code_generated()) {
  1335. if (global_code) {
  1336. *global_code += vsnode->generate_global(get_mode(), type, node);
  1337. }
  1338. }
  1339. String class_name = vsnode->get_class_name();
  1340. if (class_name == "VisualShaderNodeCustom") {
  1341. class_name = vsnode->get_script_instance()->get_script()->get_path();
  1342. }
  1343. if (!r_classes.has(class_name)) {
  1344. if (global_code_per_node) {
  1345. *global_code_per_node += vsnode->generate_global_per_node(get_mode(), node);
  1346. }
  1347. for (int i = 0; i < TYPE_MAX; i++) {
  1348. if (global_code_per_func) {
  1349. (*global_code_per_func)[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
  1350. }
  1351. }
  1352. r_classes.insert(class_name);
  1353. }
  1354. }
  1355. if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
  1356. processed.insert(node);
  1357. return OK;
  1358. }
  1359. String node_name = "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
  1360. String node_code;
  1361. Vector<String> input_vars;
  1362. input_vars.resize(vsnode->get_input_port_count());
  1363. String *inputs = input_vars.ptrw();
  1364. for (int i = 0; i < input_count; i++) {
  1365. ConnectionKey ck;
  1366. ck.node = node;
  1367. ck.port = i;
  1368. if (input_connections.has(ck)) {
  1369. //connected to something, use that output
  1370. int from_node = input_connections[ck]->get().from_node;
  1371. if (graph[type].nodes[from_node].node->is_disabled()) {
  1372. continue;
  1373. }
  1374. int from_port = input_connections[ck]->get().from_port;
  1375. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  1376. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  1377. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  1378. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1379. VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
  1380. if (ptr->has_method("get_input_real_name")) {
  1381. inputs[i] = ptr->call("get_input_real_name");
  1382. } else if (ptr->has_method("get_uniform_name")) {
  1383. inputs[i] = ptr->call("get_uniform_name");
  1384. } else {
  1385. inputs[i] = "";
  1386. }
  1387. } else if (in_type == out_type) {
  1388. inputs[i] = src_var;
  1389. } else {
  1390. switch (in_type) {
  1391. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1392. switch (out_type) {
  1393. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1394. inputs[i] = "float(" + src_var + ")";
  1395. } break;
  1396. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1397. inputs[i] = "(" + src_var + " ? 1.0 : 0.0)";
  1398. } break;
  1399. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1400. inputs[i] = "dot(" + src_var + ", vec2(0.333333, 0.333333))";
  1401. } break;
  1402. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1403. inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))";
  1404. } break;
  1405. default:
  1406. break;
  1407. }
  1408. } break;
  1409. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1410. switch (out_type) {
  1411. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1412. inputs[i] = "int(" + src_var + ")";
  1413. } break;
  1414. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1415. inputs[i] = "(" + src_var + " ? 1 : 0)";
  1416. } break;
  1417. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1418. inputs[i] = "dot(float(" + src_var + "), vec2(0.333333, 0.333333))";
  1419. } break;
  1420. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1421. inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))";
  1422. } break;
  1423. default:
  1424. break;
  1425. }
  1426. } break;
  1427. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1428. switch (out_type) {
  1429. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1430. inputs[i] = src_var + " > 0.0 ? true : false";
  1431. } break;
  1432. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1433. inputs[i] = src_var + " > 0 ? true : false";
  1434. } break;
  1435. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1436. inputs[i] = "all(bvec2(" + src_var + "))";
  1437. } break;
  1438. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1439. inputs[i] = "all(bvec3(" + src_var + "))";
  1440. } break;
  1441. default:
  1442. break;
  1443. }
  1444. } break;
  1445. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1446. switch (out_type) {
  1447. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1448. inputs[i] = "vec2(" + src_var + ")";
  1449. } break;
  1450. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1451. inputs[i] = "vec2(float(" + src_var + "))";
  1452. } break;
  1453. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1454. inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)";
  1455. } break;
  1456. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1457. inputs[i] = "vec2(" + src_var + ".xy)";
  1458. } break;
  1459. default:
  1460. break;
  1461. }
  1462. } break;
  1463. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1464. switch (out_type) {
  1465. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1466. inputs[i] = "vec3(" + src_var + ")";
  1467. } break;
  1468. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1469. inputs[i] = "vec3(float(" + src_var + "))";
  1470. } break;
  1471. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1472. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  1473. } break;
  1474. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1475. inputs[i] = "vec3(" + src_var + ", 0.0)";
  1476. } break;
  1477. default:
  1478. break;
  1479. }
  1480. } break;
  1481. default:
  1482. break;
  1483. }
  1484. }
  1485. } else {
  1486. if (!vsnode->is_generate_input_var(i)) {
  1487. continue;
  1488. }
  1489. Variant defval = vsnode->get_input_port_default_value(i);
  1490. if (defval.get_type() == Variant::FLOAT) {
  1491. float val = defval;
  1492. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1493. node_code += " float " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  1494. } else if (defval.get_type() == Variant::INT) {
  1495. int val = defval;
  1496. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1497. node_code += " int " + inputs[i] + " = " + itos(val) + ";\n";
  1498. } else if (defval.get_type() == Variant::BOOL) {
  1499. bool val = defval;
  1500. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1501. node_code += " bool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  1502. } else if (defval.get_type() == Variant::VECTOR2) {
  1503. Vector2 val = defval;
  1504. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1505. node_code += " vec2 " + inputs[i] + " = " + vformat("vec2(%.5f, %.5f);\n", val.x, val.y);
  1506. } else if (defval.get_type() == Variant::VECTOR3) {
  1507. Vector3 val = defval;
  1508. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1509. node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  1510. } else if (defval.get_type() == Variant::TRANSFORM3D) {
  1511. Transform3D val = defval;
  1512. val.basis.transpose();
  1513. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1514. Array values;
  1515. for (int j = 0; j < 3; j++) {
  1516. values.push_back(val.basis[j].x);
  1517. values.push_back(val.basis[j].y);
  1518. values.push_back(val.basis[j].z);
  1519. }
  1520. values.push_back(val.origin.x);
  1521. values.push_back(val.origin.y);
  1522. values.push_back(val.origin.z);
  1523. bool err = false;
  1524. node_code += " mat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err);
  1525. } else {
  1526. //will go empty, node is expected to know what it is doing at this point and handle it
  1527. }
  1528. }
  1529. }
  1530. int output_count = vsnode->get_output_port_count();
  1531. int initial_output_count = output_count;
  1532. Map<int, bool> expanded_output_ports;
  1533. for (int i = 0; i < initial_output_count; i++) {
  1534. bool expanded = false;
  1535. if (vsnode->is_output_port_expandable(i) && vsnode->_is_output_port_expanded(i)) {
  1536. expanded = true;
  1537. switch (vsnode->get_output_port_type(i)) {
  1538. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1539. output_count += 2;
  1540. } break;
  1541. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1542. output_count += 3;
  1543. } break;
  1544. default:
  1545. break;
  1546. }
  1547. }
  1548. expanded_output_ports.insert(i, expanded);
  1549. }
  1550. Vector<String> output_vars;
  1551. output_vars.resize(output_count);
  1552. String *outputs = output_vars.ptrw();
  1553. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  1554. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  1555. String var_name = "n_out" + itos(node) + "p" + itos(j);
  1556. switch (vsnode->get_output_port_type(i)) {
  1557. case VisualShaderNode::PORT_TYPE_SCALAR:
  1558. outputs[i] = "float " + var_name;
  1559. break;
  1560. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1561. outputs[i] = "int " + var_name;
  1562. break;
  1563. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1564. outputs[i] = "vec2 " + var_name;
  1565. break;
  1566. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1567. outputs[i] = "vec3 " + var_name;
  1568. break;
  1569. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1570. outputs[i] = "bool " + var_name;
  1571. break;
  1572. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1573. outputs[i] = "mat4 " + var_name;
  1574. break;
  1575. default:
  1576. break;
  1577. }
  1578. if (expanded_output_ports[i]) {
  1579. switch (vsnode->get_output_port_type(i)) {
  1580. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1581. j += 2;
  1582. } break;
  1583. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1584. j += 3;
  1585. } break;
  1586. default:
  1587. break;
  1588. }
  1589. }
  1590. }
  1591. } else {
  1592. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  1593. outputs[i] = "n_out" + itos(node) + "p" + itos(j);
  1594. switch (vsnode->get_output_port_type(i)) {
  1595. case VisualShaderNode::PORT_TYPE_SCALAR:
  1596. code += " float " + outputs[i] + ";\n";
  1597. break;
  1598. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1599. code += " int " + outputs[i] + ";\n";
  1600. break;
  1601. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1602. code += " vec2 " + outputs[i] + ";\n";
  1603. break;
  1604. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1605. code += " vec3 " + outputs[i] + ";\n";
  1606. break;
  1607. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1608. code += " bool " + outputs[i] + ";\n";
  1609. break;
  1610. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1611. code += " mat4 " + outputs[i] + ";\n";
  1612. break;
  1613. default:
  1614. break;
  1615. }
  1616. if (expanded_output_ports[i]) {
  1617. switch (vsnode->get_output_port_type(i)) {
  1618. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1619. j += 2;
  1620. } break;
  1621. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1622. j += 3;
  1623. } break;
  1624. default:
  1625. break;
  1626. }
  1627. }
  1628. }
  1629. }
  1630. node_code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
  1631. if (!node_code.is_empty()) {
  1632. code += node_name;
  1633. code += node_code;
  1634. code += "\n";
  1635. }
  1636. for (int i = 0; i < output_count; i++) {
  1637. bool new_line_inserted = false;
  1638. if (expanded_output_ports[i]) {
  1639. switch (vsnode->get_output_port_type(i)) {
  1640. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1641. if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1642. if (!new_line_inserted) {
  1643. code += "\n";
  1644. new_line_inserted = true;
  1645. }
  1646. String r = "n_out" + itos(node) + "p" + itos(i + 1);
  1647. code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
  1648. outputs[i + 1] = r;
  1649. }
  1650. if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1651. if (!new_line_inserted) {
  1652. code += "\n";
  1653. new_line_inserted = true;
  1654. }
  1655. String g = "n_out" + itos(node) + "p" + itos(i + 2);
  1656. code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
  1657. outputs[i + 2] = g;
  1658. }
  1659. i += 2;
  1660. } break;
  1661. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1662. if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1663. if (!new_line_inserted) {
  1664. code += "\n";
  1665. new_line_inserted = true;
  1666. }
  1667. String r = "n_out" + itos(node) + "p" + itos(i + 1);
  1668. code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
  1669. outputs[i + 1] = r;
  1670. }
  1671. if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1672. if (!new_line_inserted) {
  1673. code += "\n";
  1674. new_line_inserted = true;
  1675. }
  1676. String g = "n_out" + itos(node) + "p" + itos(i + 2);
  1677. code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
  1678. outputs[i + 2] = g;
  1679. }
  1680. if (vsnode->is_output_port_connected(i + 3) || (for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  1681. if (!new_line_inserted) {
  1682. code += "\n";
  1683. new_line_inserted = true;
  1684. }
  1685. String b = "n_out" + itos(node) + "p" + itos(i + 3);
  1686. code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
  1687. outputs[i + 3] = b;
  1688. }
  1689. i += 3;
  1690. } break;
  1691. default:
  1692. break;
  1693. }
  1694. }
  1695. }
  1696. code += "\n"; //
  1697. processed.insert(node);
  1698. return OK;
  1699. }
  1700. bool VisualShader::has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const {
  1701. if (!ShaderTypes::get_singleton()->get_functions(p_mode).has(p_func_name)) {
  1702. if (p_mode == RenderingServer::ShaderMode::SHADER_PARTICLES) {
  1703. if (p_func_name == "start_custom" || p_func_name == "process_custom" || p_func_name == "collide") {
  1704. return true;
  1705. }
  1706. }
  1707. return false;
  1708. }
  1709. return true;
  1710. }
  1711. void VisualShader::_update_shader() const {
  1712. if (!dirty.is_set()) {
  1713. return;
  1714. }
  1715. dirty.clear();
  1716. StringBuilder global_code;
  1717. StringBuilder global_code_per_node;
  1718. Map<Type, StringBuilder> global_code_per_func;
  1719. StringBuilder code;
  1720. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  1721. Set<StringName> classes;
  1722. Map<int, int> insertion_pos;
  1723. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky", "fog" };
  1724. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  1725. String render_mode;
  1726. {
  1727. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  1728. Vector<String> flag_names;
  1729. // Add enum modes first.
  1730. for (int i = 0; i < rmodes.size(); i++) {
  1731. const ShaderLanguage::ModeInfo &info = rmodes[i];
  1732. const String temp = String(info.name);
  1733. if (!info.options.is_empty()) {
  1734. if (modes.has(temp) && modes[temp] < info.options.size()) {
  1735. if (!render_mode.is_empty()) {
  1736. render_mode += ", ";
  1737. }
  1738. render_mode += temp + "_" + info.options[modes[temp]];
  1739. }
  1740. } else if (flags.has(temp)) {
  1741. flag_names.push_back(temp);
  1742. }
  1743. }
  1744. // Add flags afterward.
  1745. for (int i = 0; i < flag_names.size(); i++) {
  1746. if (!render_mode.is_empty()) {
  1747. render_mode += ", ";
  1748. }
  1749. render_mode += flag_names[i];
  1750. }
  1751. }
  1752. if (!render_mode.is_empty()) {
  1753. global_code += "render_mode " + render_mode + ";\n\n";
  1754. }
  1755. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  1756. String global_expressions;
  1757. Set<String> used_uniform_names;
  1758. List<VisualShaderNodeUniform *> uniforms;
  1759. Map<int, List<int>> emitters;
  1760. Map<int, List<int>> varying_setters;
  1761. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1762. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1763. continue;
  1764. }
  1765. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  1766. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  1767. if (global_expression.is_valid()) {
  1768. String expr = "";
  1769. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1770. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1771. expr = expr.replace("\n", "\n ");
  1772. expr += "\n";
  1773. global_expressions += expr;
  1774. }
  1775. Ref<VisualShaderNodeUniformRef> uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(E->get().node.ptr());
  1776. if (uniform_ref.is_valid()) {
  1777. used_uniform_names.insert(uniform_ref->get_uniform_name());
  1778. }
  1779. Ref<VisualShaderNodeUniform> uniform = Object::cast_to<VisualShaderNodeUniform>(E->get().node.ptr());
  1780. if (uniform.is_valid()) {
  1781. uniforms.push_back(uniform.ptr());
  1782. }
  1783. Ref<VisualShaderNodeVaryingSetter> varying_setter = Object::cast_to<VisualShaderNodeVaryingSetter>(E->get().node.ptr());
  1784. if (varying_setter.is_valid() && varying_setter->is_input_port_connected(0)) {
  1785. if (!varying_setters.has(i)) {
  1786. varying_setters.insert(i, List<int>());
  1787. }
  1788. varying_setters[i].push_back(E->key());
  1789. }
  1790. Ref<VisualShaderNodeParticleEmit> emit_particle = Object::cast_to<VisualShaderNodeParticleEmit>(E->get().node.ptr());
  1791. if (emit_particle.is_valid()) {
  1792. if (!emitters.has(i)) {
  1793. emitters.insert(i, List<int>());
  1794. }
  1795. emitters[i].push_back(E->key());
  1796. }
  1797. }
  1798. }
  1799. for (int i = 0; i < uniforms.size(); i++) {
  1800. VisualShaderNodeUniform *uniform = uniforms[i];
  1801. if (used_uniform_names.has(uniform->get_uniform_name())) {
  1802. global_code += uniform->generate_global(get_mode(), Type(i), -1);
  1803. const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(true);
  1804. } else {
  1805. const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(false);
  1806. }
  1807. }
  1808. if (!varyings.is_empty()) {
  1809. global_code += "\n// Varyings\n";
  1810. for (const KeyValue<String, Varying> &E : varyings) {
  1811. global_code += "varying ";
  1812. switch (E.value.type) {
  1813. case VaryingType::VARYING_TYPE_FLOAT:
  1814. global_code += "float ";
  1815. break;
  1816. case VaryingType::VARYING_TYPE_VECTOR_2D:
  1817. global_code += "vec2 ";
  1818. break;
  1819. case VaryingType::VARYING_TYPE_VECTOR_3D:
  1820. global_code += "vec3 ";
  1821. break;
  1822. case VaryingType::VARYING_TYPE_COLOR:
  1823. global_code += "vec4 ";
  1824. break;
  1825. case VaryingType::VARYING_TYPE_TRANSFORM:
  1826. global_code += "mat4 ";
  1827. break;
  1828. default:
  1829. break;
  1830. }
  1831. global_code += E.key + ";\n";
  1832. }
  1833. global_code += "\n";
  1834. }
  1835. Map<int, String> code_map;
  1836. Set<int> empty_funcs;
  1837. for (int i = 0; i < TYPE_MAX; i++) {
  1838. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1839. continue;
  1840. }
  1841. //make it faster to go around through shader
  1842. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  1843. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  1844. StringBuilder func_code;
  1845. Set<int> processed;
  1846. bool is_empty_func = false;
  1847. if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY && shader_mode != Shader::MODE_FOG) {
  1848. is_empty_func = true;
  1849. }
  1850. String varying_code;
  1851. if (shader_mode == Shader::MODE_SPATIAL || shader_mode == Shader::MODE_CANVAS_ITEM) {
  1852. for (const KeyValue<String, Varying> &E : varyings) {
  1853. if ((E.value.mode == VARYING_MODE_VERTEX_TO_FRAG_LIGHT && i == TYPE_VERTEX) || (E.value.mode == VARYING_MODE_FRAG_TO_LIGHT && i == TYPE_FRAGMENT)) {
  1854. bool found = false;
  1855. for (int key : varying_setters[i]) {
  1856. Ref<VisualShaderNodeVaryingSetter> setter = Object::cast_to<VisualShaderNodeVaryingSetter>(const_cast<VisualShaderNode *>(graph[i].nodes[key].node.ptr()));
  1857. if (setter.is_valid() && E.value.name == setter->get_varying_name()) {
  1858. found = true;
  1859. break;
  1860. }
  1861. }
  1862. if (!found) {
  1863. String code2;
  1864. switch (E.value.type) {
  1865. case VaryingType::VARYING_TYPE_FLOAT:
  1866. code2 += "0.0";
  1867. break;
  1868. case VaryingType::VARYING_TYPE_VECTOR_2D:
  1869. code2 += "vec2(0.0)";
  1870. break;
  1871. case VaryingType::VARYING_TYPE_VECTOR_3D:
  1872. code2 += "vec3(0.0)";
  1873. break;
  1874. case VaryingType::VARYING_TYPE_COLOR:
  1875. code2 += "vec4(0.0)";
  1876. break;
  1877. case VaryingType::VARYING_TYPE_TRANSFORM:
  1878. code2 += "mat4(1.0)";
  1879. break;
  1880. default:
  1881. break;
  1882. }
  1883. varying_code += vformat(" %s = %s;\n", E.key, code2);
  1884. }
  1885. is_empty_func = false;
  1886. }
  1887. }
  1888. }
  1889. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  1890. ConnectionKey from_key;
  1891. from_key.node = E->get().from_node;
  1892. from_key.port = E->get().from_port;
  1893. output_connections.insert(from_key, E);
  1894. ConnectionKey to_key;
  1895. to_key.node = E->get().to_node;
  1896. to_key.port = E->get().to_port;
  1897. input_connections.insert(to_key, E);
  1898. if (is_empty_func && to_key.node == NODE_ID_OUTPUT) {
  1899. is_empty_func = false;
  1900. }
  1901. }
  1902. if (is_empty_func) {
  1903. empty_funcs.insert(i);
  1904. continue;
  1905. }
  1906. if (shader_mode != Shader::MODE_PARTICLES) {
  1907. func_code += "\nvoid " + String(func_name[i]) + "() {\n";
  1908. }
  1909. insertion_pos.insert(i, code.get_string_length() + func_code.get_string_length());
  1910. Error err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
  1911. ERR_FAIL_COND(err != OK);
  1912. if (varying_setters.has(i)) {
  1913. for (int &E : varying_setters[i]) {
  1914. err = _write_node(Type(i), nullptr, nullptr, nullptr, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
  1915. ERR_FAIL_COND(err != OK);
  1916. }
  1917. }
  1918. if (emitters.has(i)) {
  1919. for (int &E : emitters[i]) {
  1920. err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
  1921. ERR_FAIL_COND(err != OK);
  1922. }
  1923. }
  1924. if (shader_mode == Shader::MODE_PARTICLES) {
  1925. code_map.insert(i, func_code);
  1926. } else {
  1927. func_code += varying_code;
  1928. func_code += "}\n";
  1929. code += func_code;
  1930. }
  1931. }
  1932. String global_compute_code;
  1933. if (shader_mode == Shader::MODE_PARTICLES) {
  1934. bool has_start = !code_map[TYPE_START].is_empty();
  1935. bool has_start_custom = !code_map[TYPE_START_CUSTOM].is_empty();
  1936. bool has_process = !code_map[TYPE_PROCESS].is_empty();
  1937. bool has_process_custom = !code_map[TYPE_PROCESS_CUSTOM].is_empty();
  1938. bool has_collide = !code_map[TYPE_COLLIDE].is_empty();
  1939. code += "void start() {\n";
  1940. if (has_start || has_start_custom) {
  1941. code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  1942. code += " vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n";
  1943. code += " float __radians;\n";
  1944. code += " vec3 __vec3_buff1;\n";
  1945. code += " vec3 __vec3_buff2;\n";
  1946. code += " float __scalar_buff1;\n";
  1947. code += " float __scalar_buff2;\n";
  1948. code += " int __scalar_ibuff;\n";
  1949. code += " vec4 __vec4_buff;\n";
  1950. code += " vec3 __ndiff = normalize(__diff);\n\n";
  1951. }
  1952. if (has_start) {
  1953. code += " {\n";
  1954. code += code_map[TYPE_START].replace("\n ", "\n ");
  1955. code += " }\n";
  1956. if (has_start_custom) {
  1957. code += " \n";
  1958. }
  1959. }
  1960. if (has_start_custom) {
  1961. code += " {\n";
  1962. code += code_map[TYPE_START_CUSTOM].replace("\n ", "\n ");
  1963. code += " }\n";
  1964. }
  1965. code += "}\n\n";
  1966. code += "void process() {\n";
  1967. if (has_process || has_process_custom || has_collide) {
  1968. code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  1969. code += " vec3 __vec3_buff1;\n";
  1970. code += " vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n";
  1971. code += " vec3 __ndiff = normalize(__diff);\n\n";
  1972. }
  1973. code += " {\n";
  1974. String tab = " ";
  1975. if (has_collide) {
  1976. code += " if (COLLIDED) {\n\n";
  1977. code += code_map[TYPE_COLLIDE].replace("\n ", "\n ");
  1978. if (has_process) {
  1979. code += " } else {\n\n";
  1980. tab += " ";
  1981. }
  1982. }
  1983. if (has_process) {
  1984. code += code_map[TYPE_PROCESS].replace("\n ", "\n " + tab);
  1985. }
  1986. if (has_collide) {
  1987. code += " }\n";
  1988. }
  1989. code += " }\n";
  1990. if (has_process_custom) {
  1991. code += " {\n\n";
  1992. code += code_map[TYPE_PROCESS_CUSTOM].replace("\n ", "\n ");
  1993. code += " }\n";
  1994. }
  1995. code += "}\n\n";
  1996. global_compute_code += "float __rand_from_seed(inout uint seed) {\n";
  1997. global_compute_code += " int k;\n";
  1998. global_compute_code += " int s = int(seed);\n";
  1999. global_compute_code += " if (s == 0)\n";
  2000. global_compute_code += " s = 305420679;\n";
  2001. global_compute_code += " k = s / 127773;\n";
  2002. global_compute_code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
  2003. global_compute_code += " if (s < 0)\n";
  2004. global_compute_code += " s += 2147483647;\n";
  2005. global_compute_code += " seed = uint(s);\n";
  2006. global_compute_code += " return float(seed % uint(65536)) / 65535.0;\n";
  2007. global_compute_code += "}\n\n";
  2008. global_compute_code += "float __rand_from_seed_m1_p1(inout uint seed) {\n";
  2009. global_compute_code += " return __rand_from_seed(seed) * 2.0 - 1.0;\n";
  2010. global_compute_code += "}\n\n";
  2011. global_compute_code += "float __randf_range(inout uint seed, float from, float to) {\n";
  2012. global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
  2013. global_compute_code += "}\n\n";
  2014. global_compute_code += "vec2 __randv2_range(inout uint seed, vec2 from, vec2 to) {\n";
  2015. global_compute_code += " return vec2(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y));\n";
  2016. global_compute_code += "}\n\n";
  2017. global_compute_code += "vec3 __randv3_range(inout uint seed, vec3 from, vec3 to) {\n";
  2018. global_compute_code += " return vec3(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z));\n";
  2019. global_compute_code += "}\n\n";
  2020. global_compute_code += "uint __hash(uint x) {\n";
  2021. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2022. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2023. global_compute_code += " x = (x >> uint(16)) ^ x;\n";
  2024. global_compute_code += " return x;\n";
  2025. global_compute_code += "}\n\n";
  2026. global_compute_code += "mat3 __build_rotation_mat3(vec3 axis, float angle) {\n";
  2027. global_compute_code += " axis = normalize(axis);\n";
  2028. global_compute_code += " float s = sin(angle);\n";
  2029. global_compute_code += " float c = cos(angle);\n";
  2030. global_compute_code += " float oc = 1.0 - c;\n";
  2031. global_compute_code += " return mat3(vec3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s), vec3(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s), vec3(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c));\n";
  2032. global_compute_code += "}\n\n";
  2033. global_compute_code += "mat4 __build_rotation_mat4(vec3 axis, float angle) {\n";
  2034. global_compute_code += " axis = normalize(axis);\n";
  2035. global_compute_code += " float s = sin(angle);\n";
  2036. global_compute_code += " float c = cos(angle);\n";
  2037. global_compute_code += " float oc = 1.0 - c;\n";
  2038. global_compute_code += " return mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n";
  2039. global_compute_code += "}\n\n";
  2040. global_compute_code += "vec2 __get_random_unit_vec2(inout uint seed) {\n";
  2041. global_compute_code += " return normalize(vec2(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  2042. global_compute_code += "}\n\n";
  2043. global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n";
  2044. global_compute_code += " return normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  2045. global_compute_code += "}\n\n";
  2046. }
  2047. //set code secretly
  2048. global_code += "\n\n";
  2049. String final_code = global_code;
  2050. final_code += global_compute_code;
  2051. final_code += global_code_per_node;
  2052. final_code += global_expressions;
  2053. String tcode = code;
  2054. for (int i = 0; i < TYPE_MAX; i++) {
  2055. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2056. continue;
  2057. }
  2058. String func_code = global_code_per_func[Type(i)].as_string();
  2059. if (empty_funcs.has(Type(i)) && !func_code.is_empty()) {
  2060. func_code = vformat("%s%s%s", String("\nvoid " + String(func_name[i]) + "() {\n"), func_code, "}\n");
  2061. }
  2062. tcode = tcode.insert(insertion_pos[i], func_code);
  2063. }
  2064. final_code += tcode;
  2065. const_cast<VisualShader *>(this)->set_code(final_code);
  2066. for (int i = 0; i < default_tex_params.size(); i++) {
  2067. for (int j = 0; j < default_tex_params[i].params.size(); j++) {
  2068. const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].params[j], j);
  2069. }
  2070. }
  2071. if (previous_code != final_code) {
  2072. const_cast<VisualShader *>(this)->emit_signal(SNAME("changed"));
  2073. }
  2074. previous_code = final_code;
  2075. }
  2076. void VisualShader::_queue_update() {
  2077. if (dirty.is_set()) {
  2078. return;
  2079. }
  2080. dirty.set();
  2081. call_deferred(SNAME("_update_shader"));
  2082. }
  2083. void VisualShader::_input_type_changed(Type p_type, int p_id) {
  2084. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  2085. //erase connections using this input, as type changed
  2086. Graph *g = &graph[p_type];
  2087. for (List<Connection>::Element *E = g->connections.front(); E;) {
  2088. List<Connection>::Element *N = E->next();
  2089. if (E->get().from_node == p_id) {
  2090. g->connections.erase(E);
  2091. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  2092. }
  2093. E = N;
  2094. }
  2095. }
  2096. void VisualShader::rebuild() {
  2097. dirty.set();
  2098. _update_shader();
  2099. }
  2100. void VisualShader::_bind_methods() {
  2101. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  2102. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  2103. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  2104. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  2105. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  2106. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  2107. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  2108. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  2109. ClassDB::bind_method(D_METHOD("replace_node", "type", "id", "new_class"), &VisualShader::replace_node);
  2110. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  2111. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes);
  2112. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  2113. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  2114. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  2115. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  2116. ClassDB::bind_method(D_METHOD("set_engine_version", "version"), &VisualShader::set_engine_version);
  2117. ClassDB::bind_method(D_METHOD("get_engine_version"), &VisualShader::get_engine_version);
  2118. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  2119. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  2120. ClassDB::bind_method(D_METHOD("add_varying", "name", "mode", "type"), &VisualShader::add_varying);
  2121. ClassDB::bind_method(D_METHOD("remove_varying", "name"), &VisualShader::remove_varying);
  2122. ClassDB::bind_method(D_METHOD("has_varying", "name"), &VisualShader::has_varying);
  2123. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  2124. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_graph_offset", "get_graph_offset");
  2125. ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "engine_version", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_engine_version", "get_engine_version");
  2126. ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
  2127. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  2128. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  2129. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  2130. BIND_ENUM_CONSTANT(TYPE_START);
  2131. BIND_ENUM_CONSTANT(TYPE_PROCESS);
  2132. BIND_ENUM_CONSTANT(TYPE_COLLIDE);
  2133. BIND_ENUM_CONSTANT(TYPE_START_CUSTOM);
  2134. BIND_ENUM_CONSTANT(TYPE_PROCESS_CUSTOM);
  2135. BIND_ENUM_CONSTANT(TYPE_SKY);
  2136. BIND_ENUM_CONSTANT(TYPE_FOG);
  2137. BIND_ENUM_CONSTANT(TYPE_MAX);
  2138. BIND_ENUM_CONSTANT(VARYING_MODE_VERTEX_TO_FRAG_LIGHT);
  2139. BIND_ENUM_CONSTANT(VARYING_MODE_FRAG_TO_LIGHT);
  2140. BIND_ENUM_CONSTANT(VARYING_MODE_MAX);
  2141. BIND_ENUM_CONSTANT(VARYING_TYPE_FLOAT);
  2142. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_2D);
  2143. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_3D);
  2144. BIND_ENUM_CONSTANT(VARYING_TYPE_COLOR);
  2145. BIND_ENUM_CONSTANT(VARYING_TYPE_TRANSFORM);
  2146. BIND_ENUM_CONSTANT(VARYING_TYPE_MAX);
  2147. BIND_CONSTANT(NODE_ID_INVALID);
  2148. BIND_CONSTANT(NODE_ID_OUTPUT);
  2149. }
  2150. VisualShader::VisualShader() {
  2151. dirty.set();
  2152. for (int i = 0; i < TYPE_MAX; i++) {
  2153. if (i > (int)TYPE_LIGHT && i < (int)TYPE_SKY) {
  2154. Ref<VisualShaderNodeParticleOutput> output;
  2155. output.instantiate();
  2156. output->shader_type = Type(i);
  2157. output->shader_mode = shader_mode;
  2158. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2159. } else {
  2160. Ref<VisualShaderNodeOutput> output;
  2161. output.instantiate();
  2162. output->shader_type = Type(i);
  2163. output->shader_mode = shader_mode;
  2164. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2165. }
  2166. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  2167. }
  2168. }
  2169. ///////////////////////////////////////////////////////////
  2170. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  2171. // Node3D
  2172. // Node3D, Vertex
  2173. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2174. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2175. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2176. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2177. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2178. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2179. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
  2180. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2181. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2182. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  2183. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" },
  2184. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
  2185. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2186. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  2187. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
  2188. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  2189. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  2190. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  2191. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  2192. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2193. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2194. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2195. // Node3D, Fragment
  2196. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
  2197. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2198. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2199. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2200. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2201. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2202. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2203. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2204. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
  2205. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2206. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2207. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2208. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  2209. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  2210. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  2211. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  2212. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  2213. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2214. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2215. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2216. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  2217. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  2218. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_roughness_texture", "NORMAL_ROUGHNESS_TEXTURE" },
  2219. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
  2220. // Node3D, Light
  2221. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
  2222. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2223. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2224. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2225. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2226. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT" },
  2227. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR" },
  2228. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
  2229. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
  2230. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
  2231. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
  2232. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
  2233. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2234. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  2235. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  2236. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  2237. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  2238. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  2239. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  2240. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2241. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2242. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2243. // Canvas Item
  2244. // Canvas Item, Vertex
  2245. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2246. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2247. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
  2248. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2249. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2250. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2251. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  2252. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas", "CANVAS_MATRIX" },
  2253. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen", "SCREEN_MATRIX" },
  2254. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2255. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2256. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" },
  2257. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
  2258. // Canvas Item, Fragment
  2259. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
  2260. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2261. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
  2262. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2263. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2264. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2265. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" },
  2266. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2267. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2268. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2269. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2270. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  2271. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  2272. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular_shininess", "SPECULAR_SHININESS.rgb" },
  2273. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
  2274. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
  2275. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2276. // Canvas Item, Light
  2277. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
  2278. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2279. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2280. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
  2281. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2282. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT.rgb" },
  2283. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
  2284. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR.rgb" },
  2285. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_color_alpha", "LIGHT_COLOR.a" },
  2286. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
  2287. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
  2288. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "shadow", "SHADOW_MODULATE.rgb" },
  2289. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_MODULATE.a" },
  2290. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2291. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2292. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2293. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2294. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2295. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular_shininess", "SPECULAR_SHININESS.rgb" },
  2296. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
  2297. // Particles, Start
  2298. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2299. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
  2300. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2301. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2302. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2303. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2304. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
  2305. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  2306. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2307. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2308. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2309. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  2310. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2311. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2312. // Particles, Start (Custom)
  2313. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2314. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
  2315. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2316. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2317. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2318. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2319. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
  2320. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  2321. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2322. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2323. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2324. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  2325. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2326. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2327. // Particles, Process
  2328. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2329. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
  2330. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2331. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2332. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2333. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2334. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
  2335. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  2336. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2337. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2338. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2339. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  2340. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2341. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2342. // Particles, Process (Custom)
  2343. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2344. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
  2345. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2346. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2347. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2348. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2349. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
  2350. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  2351. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2352. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2353. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2354. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  2355. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2356. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2357. // Particles, Collide
  2358. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2359. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
  2360. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" },
  2361. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
  2362. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2363. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2364. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2365. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2366. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
  2367. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  2368. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2369. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2370. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2371. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  2372. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2373. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2374. // Sky, Sky
  2375. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
  2376. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
  2377. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
  2378. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" },
  2379. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "half_res_color", "HALF_RES_COLOR.rgb" },
  2380. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" },
  2381. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" },
  2382. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" },
  2383. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
  2384. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
  2385. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_color", "LIGHT1_COLOR" },
  2386. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_direction", "LIGHT1_DIRECTION" },
  2387. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
  2388. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
  2389. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_color", "LIGHT2_COLOR" },
  2390. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_direction", "LIGHT2_DIRECTION" },
  2391. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
  2392. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
  2393. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_color", "LIGHT3_COLOR" },
  2394. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_direction", "LIGHT3_DIRECTION" },
  2395. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
  2396. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
  2397. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" },
  2398. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
  2399. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" },
  2400. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
  2401. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2402. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" },
  2403. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2404. // Fog, Fog
  2405. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" },
  2406. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" },
  2407. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" },
  2408. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "extents", "EXTENTS" },
  2409. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" },
  2410. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2411. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2412. };
  2413. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  2414. // Spatial, Vertex
  2415. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2416. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  2417. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  2418. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2419. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2420. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
  2421. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2422. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2423. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2424. // Spatial, Fragment
  2425. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
  2426. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2427. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  2428. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  2429. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2430. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2431. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
  2432. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2433. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2434. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2435. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2436. // Spatial, Light
  2437. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
  2438. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2439. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2440. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2441. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2442. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2443. // Canvas Item, Vertex
  2444. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2445. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2446. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
  2447. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2448. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2449. // Canvas Item, Fragment
  2450. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
  2451. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2452. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
  2453. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2454. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2455. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2456. // Canvas Item, Light
  2457. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
  2458. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2459. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2460. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
  2461. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2462. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2463. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2464. // Particles
  2465. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2466. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2467. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2468. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2469. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2470. // Sky
  2471. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2472. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2473. // Fog
  2474. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2475. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2476. };
  2477. int VisualShaderNodeInput::get_input_port_count() const {
  2478. return 0;
  2479. }
  2480. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  2481. return PORT_TYPE_SCALAR;
  2482. }
  2483. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  2484. return "";
  2485. }
  2486. int VisualShaderNodeInput::get_output_port_count() const {
  2487. return 1;
  2488. }
  2489. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  2490. return get_input_type_by_name(input_name);
  2491. }
  2492. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  2493. return "";
  2494. }
  2495. String VisualShaderNodeInput::get_caption() const {
  2496. return "Input";
  2497. }
  2498. String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2499. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  2500. return "";
  2501. }
  2502. if (p_for_preview) {
  2503. int idx = 0;
  2504. String code;
  2505. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  2506. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  2507. code = " " + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  2508. break;
  2509. }
  2510. idx++;
  2511. }
  2512. if (code.is_empty()) {
  2513. switch (get_output_port_type(0)) {
  2514. case PORT_TYPE_SCALAR: {
  2515. code = " " + p_output_vars[0] + " = 0.0;\n";
  2516. } break;
  2517. case PORT_TYPE_SCALAR_INT: {
  2518. code = " " + p_output_vars[0] + " = 0;\n";
  2519. } break;
  2520. case PORT_TYPE_VECTOR_2D: {
  2521. code = " " + p_output_vars[0] + " = vec2(0.0);\n";
  2522. } break;
  2523. case PORT_TYPE_VECTOR_3D: {
  2524. code = " " + p_output_vars[0] + " = vec3(0.0);\n";
  2525. } break;
  2526. case PORT_TYPE_BOOLEAN: {
  2527. code = " " + p_output_vars[0] + " = false;\n";
  2528. } break;
  2529. default:
  2530. break;
  2531. }
  2532. }
  2533. return code;
  2534. } else {
  2535. int idx = 0;
  2536. String code;
  2537. while (ports[idx].mode != Shader::MODE_MAX) {
  2538. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  2539. code = " " + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  2540. break;
  2541. }
  2542. idx++;
  2543. }
  2544. if (code.is_empty()) {
  2545. code = " " + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  2546. }
  2547. return code;
  2548. }
  2549. }
  2550. void VisualShaderNodeInput::set_input_name(String p_name) {
  2551. PortType prev_type = get_input_type_by_name(input_name);
  2552. input_name = p_name;
  2553. emit_changed();
  2554. if (get_input_type_by_name(input_name) != prev_type) {
  2555. emit_signal(SNAME("input_type_changed"));
  2556. }
  2557. }
  2558. String VisualShaderNodeInput::get_input_name() const {
  2559. return input_name;
  2560. }
  2561. String VisualShaderNodeInput::get_input_real_name() const {
  2562. int idx = 0;
  2563. while (ports[idx].mode != Shader::MODE_MAX) {
  2564. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  2565. return String(ports[idx].string);
  2566. }
  2567. idx++;
  2568. }
  2569. return "";
  2570. }
  2571. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  2572. int idx = 0;
  2573. while (ports[idx].mode != Shader::MODE_MAX) {
  2574. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  2575. return ports[idx].type;
  2576. }
  2577. idx++;
  2578. }
  2579. return PORT_TYPE_SCALAR;
  2580. }
  2581. int VisualShaderNodeInput::get_input_index_count() const {
  2582. int idx = 0;
  2583. int count = 0;
  2584. while (ports[idx].mode != Shader::MODE_MAX) {
  2585. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2586. count++;
  2587. }
  2588. idx++;
  2589. }
  2590. return count;
  2591. }
  2592. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  2593. int idx = 0;
  2594. int count = 0;
  2595. while (ports[idx].mode != Shader::MODE_MAX) {
  2596. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2597. if (count == p_index) {
  2598. return ports[idx].type;
  2599. }
  2600. count++;
  2601. }
  2602. idx++;
  2603. }
  2604. return PORT_TYPE_SCALAR;
  2605. }
  2606. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  2607. int idx = 0;
  2608. int count = 0;
  2609. while (ports[idx].mode != Shader::MODE_MAX) {
  2610. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2611. if (count == p_index) {
  2612. return ports[idx].name;
  2613. }
  2614. count++;
  2615. }
  2616. idx++;
  2617. }
  2618. return "";
  2619. }
  2620. void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
  2621. if (property.name == "input_name") {
  2622. String port_list;
  2623. int idx = 0;
  2624. while (ports[idx].mode != Shader::MODE_MAX) {
  2625. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2626. if (!port_list.is_empty()) {
  2627. port_list += ",";
  2628. }
  2629. port_list += ports[idx].name;
  2630. }
  2631. idx++;
  2632. }
  2633. if (port_list.is_empty()) {
  2634. port_list = TTR("None");
  2635. }
  2636. property.hint_string = port_list;
  2637. }
  2638. }
  2639. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  2640. Vector<StringName> props;
  2641. props.push_back("input_name");
  2642. return props;
  2643. }
  2644. void VisualShaderNodeInput::set_shader_type(VisualShader::Type p_shader_type) {
  2645. shader_type = p_shader_type;
  2646. }
  2647. void VisualShaderNodeInput::set_shader_mode(Shader::Mode p_shader_mode) {
  2648. shader_mode = p_shader_mode;
  2649. }
  2650. void VisualShaderNodeInput::_bind_methods() {
  2651. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  2652. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  2653. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  2654. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  2655. ADD_SIGNAL(MethodInfo("input_type_changed"));
  2656. }
  2657. VisualShaderNodeInput::VisualShaderNodeInput() {
  2658. }
  2659. ////////////// UniformRef
  2660. List<VisualShaderNodeUniformRef::Uniform> uniforms;
  2661. void VisualShaderNodeUniformRef::add_uniform(const String &p_name, UniformType p_type) {
  2662. uniforms.push_back({ p_name, p_type });
  2663. }
  2664. void VisualShaderNodeUniformRef::clear_uniforms() {
  2665. uniforms.clear();
  2666. }
  2667. bool VisualShaderNodeUniformRef::has_uniform(const String &p_name) {
  2668. for (const VisualShaderNodeUniformRef::Uniform &E : uniforms) {
  2669. if (E.name == p_name) {
  2670. return true;
  2671. }
  2672. }
  2673. return false;
  2674. }
  2675. String VisualShaderNodeUniformRef::get_caption() const {
  2676. return "UniformRef";
  2677. }
  2678. int VisualShaderNodeUniformRef::get_input_port_count() const {
  2679. return 0;
  2680. }
  2681. VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_input_port_type(int p_port) const {
  2682. return PortType::PORT_TYPE_SCALAR;
  2683. }
  2684. String VisualShaderNodeUniformRef::get_input_port_name(int p_port) const {
  2685. return "";
  2686. }
  2687. int VisualShaderNodeUniformRef::get_output_port_count() const {
  2688. switch (uniform_type) {
  2689. case UniformType::UNIFORM_TYPE_FLOAT:
  2690. return 1;
  2691. case UniformType::UNIFORM_TYPE_INT:
  2692. return 1;
  2693. case UniformType::UNIFORM_TYPE_BOOLEAN:
  2694. return 1;
  2695. case UniformType::UNIFORM_TYPE_VECTOR2:
  2696. return 1;
  2697. case UniformType::UNIFORM_TYPE_VECTOR3:
  2698. return 1;
  2699. case UniformType::UNIFORM_TYPE_TRANSFORM:
  2700. return 1;
  2701. case UniformType::UNIFORM_TYPE_COLOR:
  2702. return 2;
  2703. case UniformType::UNIFORM_TYPE_SAMPLER:
  2704. return 1;
  2705. default:
  2706. break;
  2707. }
  2708. return 1;
  2709. }
  2710. VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port_type(int p_port) const {
  2711. switch (uniform_type) {
  2712. case UniformType::UNIFORM_TYPE_FLOAT:
  2713. return PortType::PORT_TYPE_SCALAR;
  2714. case UniformType::UNIFORM_TYPE_INT:
  2715. return PortType::PORT_TYPE_SCALAR_INT;
  2716. case UniformType::UNIFORM_TYPE_BOOLEAN:
  2717. return PortType::PORT_TYPE_BOOLEAN;
  2718. case UniformType::UNIFORM_TYPE_VECTOR2:
  2719. return PortType::PORT_TYPE_VECTOR_2D;
  2720. case UniformType::UNIFORM_TYPE_VECTOR3:
  2721. return PortType::PORT_TYPE_VECTOR_3D;
  2722. case UniformType::UNIFORM_TYPE_TRANSFORM:
  2723. return PortType::PORT_TYPE_TRANSFORM;
  2724. case UniformType::UNIFORM_TYPE_COLOR:
  2725. if (p_port == 0) {
  2726. return PortType::PORT_TYPE_VECTOR_3D;
  2727. } else if (p_port == 1) {
  2728. return PORT_TYPE_SCALAR;
  2729. }
  2730. break;
  2731. case UniformType::UNIFORM_TYPE_SAMPLER:
  2732. return PortType::PORT_TYPE_SAMPLER;
  2733. default:
  2734. break;
  2735. }
  2736. return PORT_TYPE_SCALAR;
  2737. }
  2738. String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const {
  2739. switch (uniform_type) {
  2740. case UniformType::UNIFORM_TYPE_FLOAT:
  2741. return "";
  2742. case UniformType::UNIFORM_TYPE_INT:
  2743. return "";
  2744. case UniformType::UNIFORM_TYPE_BOOLEAN:
  2745. return "";
  2746. case UniformType::UNIFORM_TYPE_VECTOR2:
  2747. return "";
  2748. case UniformType::UNIFORM_TYPE_VECTOR3:
  2749. return "";
  2750. case UniformType::UNIFORM_TYPE_TRANSFORM:
  2751. return "";
  2752. case UniformType::UNIFORM_TYPE_COLOR:
  2753. if (p_port == 0) {
  2754. return "rgb";
  2755. } else if (p_port == 1) {
  2756. return "alpha";
  2757. }
  2758. break;
  2759. case UniformType::UNIFORM_TYPE_SAMPLER:
  2760. return "";
  2761. break;
  2762. default:
  2763. break;
  2764. }
  2765. return "";
  2766. }
  2767. void VisualShaderNodeUniformRef::set_uniform_name(const String &p_name) {
  2768. uniform_name = p_name;
  2769. if (uniform_name != "[None]") {
  2770. uniform_type = get_uniform_type_by_name(uniform_name);
  2771. } else {
  2772. uniform_type = UniformType::UNIFORM_TYPE_FLOAT;
  2773. }
  2774. emit_changed();
  2775. }
  2776. String VisualShaderNodeUniformRef::get_uniform_name() const {
  2777. return uniform_name;
  2778. }
  2779. int VisualShaderNodeUniformRef::get_uniforms_count() const {
  2780. return uniforms.size();
  2781. }
  2782. String VisualShaderNodeUniformRef::get_uniform_name_by_index(int p_idx) const {
  2783. if (p_idx >= 0 && p_idx < uniforms.size()) {
  2784. return uniforms[p_idx].name;
  2785. }
  2786. return "";
  2787. }
  2788. VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_name(const String &p_name) const {
  2789. for (int i = 0; i < uniforms.size(); i++) {
  2790. if (uniforms[i].name == p_name) {
  2791. return uniforms[i].type;
  2792. }
  2793. }
  2794. return UniformType::UNIFORM_TYPE_FLOAT;
  2795. }
  2796. VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_index(int p_idx) const {
  2797. if (p_idx >= 0 && p_idx < uniforms.size()) {
  2798. return uniforms[p_idx].type;
  2799. }
  2800. return UniformType::UNIFORM_TYPE_FLOAT;
  2801. }
  2802. VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_by_index(int p_idx) const {
  2803. if (p_idx >= 0 && p_idx < uniforms.size()) {
  2804. switch (uniforms[p_idx].type) {
  2805. case UniformType::UNIFORM_TYPE_FLOAT:
  2806. return PORT_TYPE_SCALAR;
  2807. case UniformType::UNIFORM_TYPE_INT:
  2808. return PORT_TYPE_SCALAR_INT;
  2809. case UniformType::UNIFORM_TYPE_SAMPLER:
  2810. return PORT_TYPE_SAMPLER;
  2811. case UniformType::UNIFORM_TYPE_VECTOR2:
  2812. return PORT_TYPE_VECTOR_2D;
  2813. case UniformType::UNIFORM_TYPE_VECTOR3:
  2814. return PORT_TYPE_VECTOR_3D;
  2815. case UniformType::UNIFORM_TYPE_TRANSFORM:
  2816. return PORT_TYPE_TRANSFORM;
  2817. case UniformType::UNIFORM_TYPE_COLOR:
  2818. return PORT_TYPE_VECTOR_3D;
  2819. default:
  2820. break;
  2821. }
  2822. }
  2823. return PORT_TYPE_SCALAR;
  2824. }
  2825. String VisualShaderNodeUniformRef::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2826. switch (uniform_type) {
  2827. case UniformType::UNIFORM_TYPE_FLOAT:
  2828. if (uniform_name == "[None]") {
  2829. return " " + p_output_vars[0] + " = 0.0;\n";
  2830. }
  2831. break;
  2832. case UniformType::UNIFORM_TYPE_COLOR: {
  2833. String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  2834. code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  2835. return code;
  2836. } break;
  2837. case UniformType::UNIFORM_TYPE_SAMPLER:
  2838. return String();
  2839. default:
  2840. break;
  2841. }
  2842. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2843. }
  2844. void VisualShaderNodeUniformRef::_set_uniform_type(int p_uniform_type) {
  2845. uniform_type = (UniformType)p_uniform_type;
  2846. }
  2847. int VisualShaderNodeUniformRef::_get_uniform_type() const {
  2848. return (int)uniform_type;
  2849. }
  2850. void VisualShaderNodeUniformRef::_bind_methods() {
  2851. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniformRef::set_uniform_name);
  2852. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniformRef::get_uniform_name);
  2853. ClassDB::bind_method(D_METHOD("_set_uniform_type", "type"), &VisualShaderNodeUniformRef::_set_uniform_type);
  2854. ClassDB::bind_method(D_METHOD("_get_uniform_type"), &VisualShaderNodeUniformRef::_get_uniform_type);
  2855. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name", PROPERTY_HINT_ENUM, ""), "set_uniform_name", "get_uniform_name");
  2856. ADD_PROPERTY(PropertyInfo(Variant::INT, "uniform_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_uniform_type", "_get_uniform_type");
  2857. }
  2858. Vector<StringName> VisualShaderNodeUniformRef::get_editable_properties() const {
  2859. Vector<StringName> props;
  2860. props.push_back("uniform_name");
  2861. props.push_back("uniform_type");
  2862. return props;
  2863. }
  2864. VisualShaderNodeUniformRef::VisualShaderNodeUniformRef() {
  2865. }
  2866. ////////////////////////////////////////////
  2867. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  2868. ////////////////////////////////////////////////////////////////////////
  2869. // Node3D.
  2870. ////////////////////////////////////////////////////////////////////////
  2871. // Node3D, Vertex.
  2872. ////////////////////////////////////////////////////////////////////////
  2873. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2874. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2875. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2876. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2877. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2878. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2879. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
  2880. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2881. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2882. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_view_matrix", "MODELVIEW_MATRIX" },
  2883. ////////////////////////////////////////////////////////////////////////
  2884. // Node3D, Fragment.
  2885. ////////////////////////////////////////////////////////////////////////
  2886. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
  2887. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  2888. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  2889. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2890. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
  2891. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "emission", "EMISSION" },
  2892. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
  2893. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2894. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal_map", "NORMAL_MAP" },
  2895. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
  2896. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
  2897. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
  2898. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
  2899. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_roughness", "CLEARCOAT_ROUGHNESS" },
  2900. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
  2901. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "anisotropy_flow", "ANISOTROPY_FLOW" },
  2902. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
  2903. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
  2904. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor_threshold", "ALPHA_SCISSOR_THRESHOLD" },
  2905. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
  2906. ////////////////////////////////////////////////////////////////////////
  2907. // Node3D, Light.
  2908. ////////////////////////////////////////////////////////////////////////
  2909. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
  2910. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
  2911. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  2912. ////////////////////////////////////////////////////////////////////////
  2913. // Canvas Item.
  2914. ////////////////////////////////////////////////////////////////////////
  2915. // Canvas Item, Vertex.
  2916. ////////////////////////////////////////////////////////////////////////
  2917. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2918. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2919. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
  2920. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2921. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2922. ////////////////////////////////////////////////////////////////////////
  2923. // Canvas Item, Fragment.
  2924. ////////////////////////////////////////////////////////////////////////
  2925. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
  2926. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2927. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2928. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal_map", "NORMAL_MAP" },
  2929. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
  2930. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
  2931. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "shadow_vertex", "SHADOW_VERTEX" },
  2932. ////////////////////////////////////////////////////////////////////////
  2933. // Canvas Item, Light.
  2934. ////////////////////////////////////////////////////////////////////////
  2935. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT.rgb" },
  2936. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
  2937. ////////////////////////////////////////////////////////////////////////
  2938. // Sky, Sky.
  2939. ////////////////////////////////////////////////////////////////////////
  2940. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR" },
  2941. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  2942. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fog", "FOG.rgb" },
  2943. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "fog_alpha", "FOG.a" },
  2944. ////////////////////////////////////////////////////////////////////////
  2945. // Fog, Fog.
  2946. ////////////////////////////////////////////////////////////////////////
  2947. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "density", "DENSITY" },
  2948. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
  2949. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "emission", "EMISSION" },
  2950. ////////////////////////////////////////////////////////////////////////
  2951. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2952. };
  2953. int VisualShaderNodeOutput::get_input_port_count() const {
  2954. int idx = 0;
  2955. int count = 0;
  2956. while (ports[idx].mode != Shader::MODE_MAX) {
  2957. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2958. count++;
  2959. }
  2960. idx++;
  2961. }
  2962. return count;
  2963. }
  2964. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  2965. int idx = 0;
  2966. int count = 0;
  2967. while (ports[idx].mode != Shader::MODE_MAX) {
  2968. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2969. if (count == p_port) {
  2970. return ports[idx].type;
  2971. }
  2972. count++;
  2973. }
  2974. idx++;
  2975. }
  2976. return PORT_TYPE_SCALAR;
  2977. }
  2978. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  2979. int idx = 0;
  2980. int count = 0;
  2981. while (ports[idx].mode != Shader::MODE_MAX) {
  2982. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2983. if (count == p_port) {
  2984. return String(ports[idx].name).capitalize();
  2985. }
  2986. count++;
  2987. }
  2988. idx++;
  2989. }
  2990. return String();
  2991. }
  2992. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  2993. return Variant();
  2994. }
  2995. int VisualShaderNodeOutput::get_output_port_count() const {
  2996. return 0;
  2997. }
  2998. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  2999. return PORT_TYPE_SCALAR;
  3000. }
  3001. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  3002. return String();
  3003. }
  3004. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  3005. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_VERTEX) {
  3006. String name = get_input_port_name(p_index);
  3007. return bool(name == "Model View Matrix");
  3008. }
  3009. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  3010. String name = get_input_port_name(p_index);
  3011. return bool(name == "Normal" || name == "Rim" || name == "Alpha Scissor Threshold");
  3012. }
  3013. return false;
  3014. }
  3015. String VisualShaderNodeOutput::get_caption() const {
  3016. return "Output";
  3017. }
  3018. String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3019. int idx = 0;
  3020. int count = 0;
  3021. String code;
  3022. while (ports[idx].mode != Shader::MODE_MAX) {
  3023. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3024. if (!p_input_vars[count].is_empty()) {
  3025. String s = ports[idx].string;
  3026. if (s.contains(":")) {
  3027. code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  3028. } else {
  3029. code += " " + s + " = " + p_input_vars[count] + ";\n";
  3030. }
  3031. }
  3032. count++;
  3033. }
  3034. idx++;
  3035. }
  3036. return code;
  3037. }
  3038. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  3039. }
  3040. ///////////////////////////
  3041. void VisualShaderNodeUniform::set_uniform_name(const String &p_name) {
  3042. uniform_name = p_name;
  3043. emit_signal(SNAME("name_changed"));
  3044. emit_changed();
  3045. }
  3046. String VisualShaderNodeUniform::get_uniform_name() const {
  3047. return uniform_name;
  3048. }
  3049. void VisualShaderNodeUniform::set_qualifier(VisualShaderNodeUniform::Qualifier p_qual) {
  3050. ERR_FAIL_INDEX(int(p_qual), int(QUAL_MAX));
  3051. if (qualifier == p_qual) {
  3052. return;
  3053. }
  3054. qualifier = p_qual;
  3055. emit_changed();
  3056. }
  3057. VisualShaderNodeUniform::Qualifier VisualShaderNodeUniform::get_qualifier() const {
  3058. return qualifier;
  3059. }
  3060. void VisualShaderNodeUniform::set_global_code_generated(bool p_enabled) {
  3061. global_code_generated = p_enabled;
  3062. }
  3063. bool VisualShaderNodeUniform::is_global_code_generated() const {
  3064. return global_code_generated;
  3065. }
  3066. void VisualShaderNodeUniform::_bind_methods() {
  3067. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
  3068. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
  3069. ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeUniform::set_qualifier);
  3070. ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeUniform::get_qualifier);
  3071. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name"), "set_uniform_name", "get_uniform_name");
  3072. ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier");
  3073. BIND_ENUM_CONSTANT(QUAL_NONE);
  3074. BIND_ENUM_CONSTANT(QUAL_GLOBAL);
  3075. BIND_ENUM_CONSTANT(QUAL_INSTANCE);
  3076. BIND_ENUM_CONSTANT(QUAL_MAX);
  3077. }
  3078. String VisualShaderNodeUniform::_get_qual_str() const {
  3079. if (is_qualifier_supported(qualifier)) {
  3080. switch (qualifier) {
  3081. case QUAL_NONE:
  3082. break;
  3083. case QUAL_GLOBAL:
  3084. return "global ";
  3085. case QUAL_INSTANCE:
  3086. return "instance ";
  3087. default:
  3088. break;
  3089. }
  3090. }
  3091. return String();
  3092. }
  3093. String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  3094. List<String> keyword_list;
  3095. ShaderLanguage::get_keyword_list(&keyword_list);
  3096. if (keyword_list.find(uniform_name)) {
  3097. return TTR("Shader keywords cannot be used as uniform names.\nChoose another name.");
  3098. }
  3099. if (!is_qualifier_supported(qualifier)) {
  3100. String qualifier_str;
  3101. switch (qualifier) {
  3102. case QUAL_NONE:
  3103. break;
  3104. case QUAL_GLOBAL:
  3105. qualifier_str = "global";
  3106. break;
  3107. case QUAL_INSTANCE:
  3108. qualifier_str = "instance";
  3109. break;
  3110. default:
  3111. break;
  3112. }
  3113. return vformat(TTR("This uniform type does not support the '%s' qualifier."), qualifier_str);
  3114. } else if (qualifier == Qualifier::QUAL_GLOBAL) {
  3115. RS::GlobalVariableType gvt = RS::get_singleton()->global_variable_get_type(uniform_name);
  3116. if (gvt == RS::GLOBAL_VAR_TYPE_MAX) {
  3117. return vformat(TTR("Global uniform '%s' does not exist.\nCreate it in the Project Settings."), uniform_name);
  3118. }
  3119. bool incompatible_type = false;
  3120. switch (gvt) {
  3121. case RS::GLOBAL_VAR_TYPE_FLOAT: {
  3122. if (!Object::cast_to<VisualShaderNodeFloatUniform>(this)) {
  3123. incompatible_type = true;
  3124. }
  3125. } break;
  3126. case RS::GLOBAL_VAR_TYPE_INT: {
  3127. if (!Object::cast_to<VisualShaderNodeIntUniform>(this)) {
  3128. incompatible_type = true;
  3129. }
  3130. } break;
  3131. case RS::GLOBAL_VAR_TYPE_BOOL: {
  3132. if (!Object::cast_to<VisualShaderNodeBooleanUniform>(this)) {
  3133. incompatible_type = true;
  3134. }
  3135. } break;
  3136. case RS::GLOBAL_VAR_TYPE_COLOR: {
  3137. if (!Object::cast_to<VisualShaderNodeColorUniform>(this)) {
  3138. incompatible_type = true;
  3139. }
  3140. } break;
  3141. case RS::GLOBAL_VAR_TYPE_VEC3: {
  3142. if (!Object::cast_to<VisualShaderNodeVec3Uniform>(this)) {
  3143. incompatible_type = true;
  3144. }
  3145. } break;
  3146. case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
  3147. if (!Object::cast_to<VisualShaderNodeTransformUniform>(this)) {
  3148. incompatible_type = true;
  3149. }
  3150. } break;
  3151. case RS::GLOBAL_VAR_TYPE_SAMPLER2D: {
  3152. if (!Object::cast_to<VisualShaderNodeTextureUniform>(this)) {
  3153. incompatible_type = true;
  3154. }
  3155. } break;
  3156. case RS::GLOBAL_VAR_TYPE_SAMPLER3D: {
  3157. if (!Object::cast_to<VisualShaderNodeTexture3DUniform>(this)) {
  3158. incompatible_type = true;
  3159. }
  3160. } break;
  3161. case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: {
  3162. if (!Object::cast_to<VisualShaderNodeTexture2DArrayUniform>(this)) {
  3163. incompatible_type = true;
  3164. }
  3165. } break;
  3166. case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: {
  3167. if (!Object::cast_to<VisualShaderNodeCubemapUniform>(this)) {
  3168. incompatible_type = true;
  3169. }
  3170. } break;
  3171. default:
  3172. break;
  3173. }
  3174. if (incompatible_type) {
  3175. return vformat(TTR("Global uniform '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), uniform_name);
  3176. }
  3177. }
  3178. return String();
  3179. }
  3180. Vector<StringName> VisualShaderNodeUniform::get_editable_properties() const {
  3181. Vector<StringName> props;
  3182. props.push_back("qualifier");
  3183. return props;
  3184. }
  3185. VisualShaderNodeUniform::VisualShaderNodeUniform() {
  3186. }
  3187. ////////////// ResizeableBase
  3188. void VisualShaderNodeResizableBase::set_size(const Vector2 &p_size) {
  3189. size = p_size;
  3190. }
  3191. Vector2 VisualShaderNodeResizableBase::get_size() const {
  3192. return size;
  3193. }
  3194. void VisualShaderNodeResizableBase::set_allow_v_resize(bool p_enabled) {
  3195. allow_v_resize = p_enabled;
  3196. }
  3197. bool VisualShaderNodeResizableBase::is_allow_v_resize() const {
  3198. return allow_v_resize;
  3199. }
  3200. void VisualShaderNodeResizableBase::_bind_methods() {
  3201. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeResizableBase::set_size);
  3202. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeResizableBase::get_size);
  3203. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  3204. }
  3205. VisualShaderNodeResizableBase::VisualShaderNodeResizableBase() {
  3206. set_allow_v_resize(true);
  3207. }
  3208. ////////////// Comment
  3209. String VisualShaderNodeComment::get_caption() const {
  3210. return title;
  3211. }
  3212. int VisualShaderNodeComment::get_input_port_count() const {
  3213. return 0;
  3214. }
  3215. VisualShaderNodeComment::PortType VisualShaderNodeComment::get_input_port_type(int p_port) const {
  3216. return PortType::PORT_TYPE_SCALAR;
  3217. }
  3218. String VisualShaderNodeComment::get_input_port_name(int p_port) const {
  3219. return String();
  3220. }
  3221. int VisualShaderNodeComment::get_output_port_count() const {
  3222. return 0;
  3223. }
  3224. VisualShaderNodeComment::PortType VisualShaderNodeComment::get_output_port_type(int p_port) const {
  3225. return PortType::PORT_TYPE_SCALAR;
  3226. }
  3227. String VisualShaderNodeComment::get_output_port_name(int p_port) const {
  3228. return String();
  3229. }
  3230. void VisualShaderNodeComment::set_title(const String &p_title) {
  3231. title = p_title;
  3232. }
  3233. String VisualShaderNodeComment::get_title() const {
  3234. return title;
  3235. }
  3236. void VisualShaderNodeComment::set_description(const String &p_description) {
  3237. description = p_description;
  3238. }
  3239. String VisualShaderNodeComment::get_description() const {
  3240. return description;
  3241. }
  3242. String VisualShaderNodeComment::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3243. return String();
  3244. }
  3245. void VisualShaderNodeComment::_bind_methods() {
  3246. ClassDB::bind_method(D_METHOD("set_title", "title"), &VisualShaderNodeComment::set_title);
  3247. ClassDB::bind_method(D_METHOD("get_title"), &VisualShaderNodeComment::get_title);
  3248. ClassDB::bind_method(D_METHOD("set_description", "description"), &VisualShaderNodeComment::set_description);
  3249. ClassDB::bind_method(D_METHOD("get_description"), &VisualShaderNodeComment::get_description);
  3250. ADD_PROPERTY(PropertyInfo(Variant::STRING, "title"), "set_title", "get_title");
  3251. ADD_PROPERTY(PropertyInfo(Variant::STRING, "description"), "set_description", "get_description");
  3252. }
  3253. VisualShaderNodeComment::VisualShaderNodeComment() {
  3254. }
  3255. ////////////// GroupBase
  3256. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  3257. if (inputs == p_inputs) {
  3258. return;
  3259. }
  3260. clear_input_ports();
  3261. inputs = p_inputs;
  3262. Vector<String> input_strings = inputs.split(";", false);
  3263. int input_port_count = input_strings.size();
  3264. for (int i = 0; i < input_port_count; i++) {
  3265. Vector<String> arr = input_strings[i].split(",");
  3266. ERR_FAIL_COND(arr.size() != 3);
  3267. int port_idx = arr[0].to_int();
  3268. int port_type = arr[1].to_int();
  3269. String port_name = arr[2];
  3270. Port port;
  3271. port.type = (PortType)port_type;
  3272. port.name = port_name;
  3273. input_ports[port_idx] = port;
  3274. }
  3275. }
  3276. String VisualShaderNodeGroupBase::get_inputs() const {
  3277. return inputs;
  3278. }
  3279. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  3280. if (outputs == p_outputs) {
  3281. return;
  3282. }
  3283. clear_output_ports();
  3284. outputs = p_outputs;
  3285. Vector<String> output_strings = outputs.split(";", false);
  3286. int output_port_count = output_strings.size();
  3287. for (int i = 0; i < output_port_count; i++) {
  3288. Vector<String> arr = output_strings[i].split(",");
  3289. ERR_FAIL_COND(arr.size() != 3);
  3290. int port_idx = arr[0].to_int();
  3291. int port_type = arr[1].to_int();
  3292. String port_name = arr[2];
  3293. Port port;
  3294. port.type = (PortType)port_type;
  3295. port.name = port_name;
  3296. output_ports[port_idx] = port;
  3297. }
  3298. }
  3299. String VisualShaderNodeGroupBase::get_outputs() const {
  3300. return outputs;
  3301. }
  3302. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  3303. if (!p_name.is_valid_identifier()) {
  3304. return false;
  3305. }
  3306. for (int i = 0; i < get_input_port_count(); i++) {
  3307. if (get_input_port_name(i) == p_name) {
  3308. return false;
  3309. }
  3310. }
  3311. for (int i = 0; i < get_output_port_count(); i++) {
  3312. if (get_output_port_name(i) == p_name) {
  3313. return false;
  3314. }
  3315. }
  3316. return true;
  3317. }
  3318. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  3319. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3320. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3321. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  3322. Vector<String> inputs_strings = inputs.split(";", false);
  3323. int index = 0;
  3324. if (p_id < inputs_strings.size()) {
  3325. for (int i = 0; i < inputs_strings.size(); i++) {
  3326. if (i == p_id) {
  3327. inputs = inputs.insert(index, str);
  3328. break;
  3329. }
  3330. index += inputs_strings[i].size();
  3331. }
  3332. } else {
  3333. inputs += str;
  3334. }
  3335. inputs_strings = inputs.split(";", false);
  3336. index = 0;
  3337. for (int i = 0; i < inputs_strings.size(); i++) {
  3338. int count = 0;
  3339. for (int j = 0; j < inputs_strings[i].size(); j++) {
  3340. if (inputs_strings[i][j] == ',') {
  3341. break;
  3342. }
  3343. count++;
  3344. }
  3345. inputs = inputs.left(index) + inputs.substr(index + count);
  3346. inputs = inputs.insert(index, itos(i));
  3347. index += inputs_strings[i].size();
  3348. }
  3349. _apply_port_changes();
  3350. emit_changed();
  3351. }
  3352. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  3353. ERR_FAIL_COND(!has_input_port(p_id));
  3354. Vector<String> inputs_strings = inputs.split(";", false);
  3355. int count = 0;
  3356. int index = 0;
  3357. for (int i = 0; i < inputs_strings.size(); i++) {
  3358. Vector<String> arr = inputs_strings[i].split(",");
  3359. if (arr[0].to_int() == p_id) {
  3360. count = inputs_strings[i].size();
  3361. break;
  3362. }
  3363. index += inputs_strings[i].size();
  3364. }
  3365. inputs = inputs.left(index) + inputs.substr(index + count);
  3366. inputs_strings = inputs.split(";", false);
  3367. inputs = inputs.substr(0, index);
  3368. for (int i = p_id; i < inputs_strings.size(); i++) {
  3369. inputs += inputs_strings[i].replace_first(inputs_strings[i].split(",")[0], itos(i)) + ";";
  3370. }
  3371. _apply_port_changes();
  3372. emit_changed();
  3373. }
  3374. int VisualShaderNodeGroupBase::get_input_port_count() const {
  3375. return input_ports.size();
  3376. }
  3377. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  3378. return input_ports.has(p_id);
  3379. }
  3380. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  3381. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3382. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3383. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  3384. Vector<String> outputs_strings = outputs.split(";", false);
  3385. int index = 0;
  3386. if (p_id < outputs_strings.size()) {
  3387. for (int i = 0; i < outputs_strings.size(); i++) {
  3388. if (i == p_id) {
  3389. outputs = outputs.insert(index, str);
  3390. break;
  3391. }
  3392. index += outputs_strings[i].size();
  3393. }
  3394. } else {
  3395. outputs += str;
  3396. }
  3397. outputs_strings = outputs.split(";", false);
  3398. index = 0;
  3399. for (int i = 0; i < outputs_strings.size(); i++) {
  3400. int count = 0;
  3401. for (int j = 0; j < outputs_strings[i].size(); j++) {
  3402. if (outputs_strings[i][j] == ',') {
  3403. break;
  3404. }
  3405. count++;
  3406. }
  3407. outputs = outputs.left(index) + outputs.substr(index + count);
  3408. outputs = outputs.insert(index, itos(i));
  3409. index += outputs_strings[i].size();
  3410. }
  3411. _apply_port_changes();
  3412. emit_changed();
  3413. }
  3414. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  3415. ERR_FAIL_COND(!has_output_port(p_id));
  3416. Vector<String> outputs_strings = outputs.split(";", false);
  3417. int count = 0;
  3418. int index = 0;
  3419. for (int i = 0; i < outputs_strings.size(); i++) {
  3420. Vector<String> arr = outputs_strings[i].split(",");
  3421. if (arr[0].to_int() == p_id) {
  3422. count = outputs_strings[i].size();
  3423. break;
  3424. }
  3425. index += outputs_strings[i].size();
  3426. }
  3427. outputs = outputs.left(index) + outputs.substr(index + count);
  3428. outputs_strings = outputs.split(";", false);
  3429. outputs = outputs.substr(0, index);
  3430. for (int i = p_id; i < outputs_strings.size(); i++) {
  3431. outputs += outputs_strings[i].replace_first(outputs_strings[i].split(",")[0], itos(i)) + ";";
  3432. }
  3433. _apply_port_changes();
  3434. emit_changed();
  3435. }
  3436. int VisualShaderNodeGroupBase::get_output_port_count() const {
  3437. return output_ports.size();
  3438. }
  3439. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  3440. return output_ports.has(p_id);
  3441. }
  3442. void VisualShaderNodeGroupBase::clear_input_ports() {
  3443. input_ports.clear();
  3444. }
  3445. void VisualShaderNodeGroupBase::clear_output_ports() {
  3446. output_ports.clear();
  3447. }
  3448. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  3449. ERR_FAIL_COND(!has_input_port(p_id));
  3450. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3451. if (input_ports[p_id].type == p_type) {
  3452. return;
  3453. }
  3454. Vector<String> inputs_strings = inputs.split(";", false);
  3455. int count = 0;
  3456. int index = 0;
  3457. for (int i = 0; i < inputs_strings.size(); i++) {
  3458. Vector<String> arr = inputs_strings[i].split(",");
  3459. ERR_FAIL_COND(arr.size() != 3);
  3460. if (arr[0].to_int() == p_id) {
  3461. index += arr[0].size();
  3462. count = arr[1].size() - 1;
  3463. break;
  3464. }
  3465. index += inputs_strings[i].size();
  3466. }
  3467. inputs = inputs.left(index) + inputs.substr(index + count);
  3468. inputs = inputs.insert(index, itos(p_type));
  3469. _apply_port_changes();
  3470. emit_changed();
  3471. }
  3472. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  3473. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  3474. return input_ports[p_id].type;
  3475. }
  3476. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  3477. ERR_FAIL_COND(!has_input_port(p_id));
  3478. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3479. if (input_ports[p_id].name == p_name) {
  3480. return;
  3481. }
  3482. Vector<String> inputs_strings = inputs.split(";", false);
  3483. int count = 0;
  3484. int index = 0;
  3485. for (int i = 0; i < inputs_strings.size(); i++) {
  3486. Vector<String> arr = inputs_strings[i].split(",");
  3487. ERR_FAIL_COND(arr.size() != 3);
  3488. if (arr[0].to_int() == p_id) {
  3489. index += arr[0].size() + arr[1].size();
  3490. count = arr[2].size() - 1;
  3491. break;
  3492. }
  3493. index += inputs_strings[i].size();
  3494. }
  3495. inputs = inputs.left(index) + inputs.substr(index + count);
  3496. inputs = inputs.insert(index, p_name);
  3497. _apply_port_changes();
  3498. emit_changed();
  3499. }
  3500. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  3501. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  3502. return input_ports[p_id].name;
  3503. }
  3504. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  3505. ERR_FAIL_COND(!has_output_port(p_id));
  3506. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3507. if (output_ports[p_id].type == p_type) {
  3508. return;
  3509. }
  3510. Vector<String> output_strings = outputs.split(";", false);
  3511. int count = 0;
  3512. int index = 0;
  3513. for (int i = 0; i < output_strings.size(); i++) {
  3514. Vector<String> arr = output_strings[i].split(",");
  3515. ERR_FAIL_COND(arr.size() != 3);
  3516. if (arr[0].to_int() == p_id) {
  3517. index += arr[0].size();
  3518. count = arr[1].size() - 1;
  3519. break;
  3520. }
  3521. index += output_strings[i].size();
  3522. }
  3523. outputs = outputs.left(index) + outputs.substr(index + count);
  3524. outputs = outputs.insert(index, itos(p_type));
  3525. _apply_port_changes();
  3526. emit_changed();
  3527. }
  3528. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  3529. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  3530. return output_ports[p_id].type;
  3531. }
  3532. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  3533. ERR_FAIL_COND(!has_output_port(p_id));
  3534. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3535. if (output_ports[p_id].name == p_name) {
  3536. return;
  3537. }
  3538. Vector<String> output_strings = outputs.split(";", false);
  3539. int count = 0;
  3540. int index = 0;
  3541. for (int i = 0; i < output_strings.size(); i++) {
  3542. Vector<String> arr = output_strings[i].split(",");
  3543. ERR_FAIL_COND(arr.size() != 3);
  3544. if (arr[0].to_int() == p_id) {
  3545. index += arr[0].size() + arr[1].size();
  3546. count = arr[2].size() - 1;
  3547. break;
  3548. }
  3549. index += output_strings[i].size();
  3550. }
  3551. outputs = outputs.left(index) + outputs.substr(index + count);
  3552. outputs = outputs.insert(index, p_name);
  3553. _apply_port_changes();
  3554. emit_changed();
  3555. }
  3556. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  3557. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  3558. return output_ports[p_id].name;
  3559. }
  3560. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  3561. return input_ports.size();
  3562. }
  3563. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  3564. return output_ports.size();
  3565. }
  3566. void VisualShaderNodeGroupBase::set_ctrl_pressed(Control *p_control, int p_index) {
  3567. controls[p_index] = p_control;
  3568. }
  3569. Control *VisualShaderNodeGroupBase::is_ctrl_pressed(int p_index) {
  3570. ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
  3571. return controls[p_index];
  3572. }
  3573. void VisualShaderNodeGroupBase::_apply_port_changes() {
  3574. Vector<String> inputs_strings = inputs.split(";", false);
  3575. Vector<String> outputs_strings = outputs.split(";", false);
  3576. clear_input_ports();
  3577. clear_output_ports();
  3578. for (int i = 0; i < inputs_strings.size(); i++) {
  3579. Vector<String> arr = inputs_strings[i].split(",");
  3580. ERR_FAIL_COND(arr.size() != 3);
  3581. Port port;
  3582. port.type = (PortType)arr[1].to_int();
  3583. port.name = arr[2];
  3584. input_ports[i] = port;
  3585. }
  3586. for (int i = 0; i < outputs_strings.size(); i++) {
  3587. Vector<String> arr = outputs_strings[i].split(",");
  3588. ERR_FAIL_COND(arr.size() != 3);
  3589. Port port;
  3590. port.type = (PortType)arr[1].to_int();
  3591. port.name = arr[2];
  3592. output_ports[i] = port;
  3593. }
  3594. }
  3595. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  3596. editable = p_enabled;
  3597. }
  3598. bool VisualShaderNodeGroupBase::is_editable() const {
  3599. return editable;
  3600. }
  3601. void VisualShaderNodeGroupBase::_bind_methods() {
  3602. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  3603. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  3604. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  3605. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  3606. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  3607. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  3608. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  3609. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  3610. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  3611. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  3612. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  3613. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  3614. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  3615. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  3616. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  3617. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  3618. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  3619. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  3620. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  3621. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  3622. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  3623. }
  3624. String VisualShaderNodeGroupBase::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3625. return "";
  3626. }
  3627. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  3628. simple_decl = false;
  3629. }
  3630. ////////////// Expression
  3631. String VisualShaderNodeExpression::get_caption() const {
  3632. return "Expression";
  3633. }
  3634. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  3635. expression = p_expression;
  3636. emit_changed();
  3637. }
  3638. String VisualShaderNodeExpression::get_expression() const {
  3639. return expression;
  3640. }
  3641. String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3642. String _expression = expression;
  3643. _expression = _expression.insert(0, "\n");
  3644. _expression = _expression.replace("\n", "\n ");
  3645. static Vector<String> pre_symbols;
  3646. if (pre_symbols.is_empty()) {
  3647. pre_symbols.push_back(" ");
  3648. pre_symbols.push_back(",");
  3649. pre_symbols.push_back(";");
  3650. pre_symbols.push_back("{");
  3651. pre_symbols.push_back("[");
  3652. pre_symbols.push_back("]");
  3653. pre_symbols.push_back("(");
  3654. pre_symbols.push_back(" ");
  3655. pre_symbols.push_back("-");
  3656. pre_symbols.push_back("*");
  3657. pre_symbols.push_back("/");
  3658. pre_symbols.push_back("+");
  3659. pre_symbols.push_back("=");
  3660. pre_symbols.push_back("&");
  3661. pre_symbols.push_back("|");
  3662. pre_symbols.push_back("!");
  3663. }
  3664. static Vector<String> post_symbols;
  3665. if (post_symbols.is_empty()) {
  3666. post_symbols.push_back(" ");
  3667. post_symbols.push_back("\n");
  3668. post_symbols.push_back(",");
  3669. post_symbols.push_back(";");
  3670. post_symbols.push_back("}");
  3671. post_symbols.push_back("[");
  3672. post_symbols.push_back("]");
  3673. post_symbols.push_back(")");
  3674. post_symbols.push_back(" ");
  3675. post_symbols.push_back(".");
  3676. post_symbols.push_back("-");
  3677. post_symbols.push_back("*");
  3678. post_symbols.push_back("/");
  3679. post_symbols.push_back("+");
  3680. post_symbols.push_back("=");
  3681. post_symbols.push_back("&");
  3682. post_symbols.push_back("|");
  3683. post_symbols.push_back("!");
  3684. }
  3685. for (int i = 0; i < get_input_port_count(); i++) {
  3686. for (int j = 0; j < pre_symbols.size(); j++) {
  3687. for (int k = 0; k < post_symbols.size(); k++) {
  3688. _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
  3689. }
  3690. }
  3691. }
  3692. for (int i = 0; i < get_output_port_count(); i++) {
  3693. for (int j = 0; j < pre_symbols.size(); j++) {
  3694. for (int k = 0; k < post_symbols.size(); k++) {
  3695. _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
  3696. }
  3697. }
  3698. }
  3699. String output_initializer;
  3700. for (int i = 0; i < get_output_port_count(); i++) {
  3701. int port_type = get_output_port_type(i);
  3702. String tk = "";
  3703. switch (port_type) {
  3704. case PORT_TYPE_SCALAR:
  3705. tk = "0.0";
  3706. break;
  3707. case PORT_TYPE_SCALAR_INT:
  3708. tk = "0";
  3709. break;
  3710. case PORT_TYPE_VECTOR_2D:
  3711. tk = "vec2(0.0, 0.0)";
  3712. break;
  3713. case PORT_TYPE_VECTOR_3D:
  3714. tk = "vec3(0.0, 0.0, 0.0)";
  3715. break;
  3716. case PORT_TYPE_BOOLEAN:
  3717. tk = "false";
  3718. break;
  3719. case PORT_TYPE_TRANSFORM:
  3720. tk = "mat4(1.0)";
  3721. break;
  3722. default:
  3723. continue;
  3724. }
  3725. output_initializer += " " + p_output_vars[i] + " = " + tk + ";\n";
  3726. }
  3727. String code;
  3728. code += output_initializer;
  3729. code += " {";
  3730. code += _expression;
  3731. code += "\n }\n";
  3732. return code;
  3733. }
  3734. void VisualShaderNodeExpression::_bind_methods() {
  3735. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  3736. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  3737. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  3738. }
  3739. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  3740. set_editable(true);
  3741. }
  3742. ////////////// Global Expression
  3743. String VisualShaderNodeGlobalExpression::get_caption() const {
  3744. return "GlobalExpression";
  3745. }
  3746. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3747. return expression;
  3748. }
  3749. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  3750. set_editable(false);
  3751. }
  3752. ////////////// Varying
  3753. List<VisualShaderNodeVarying::Varying> varyings;
  3754. void VisualShaderNodeVarying::add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) { // static
  3755. varyings.push_back({ p_name, p_mode, p_type });
  3756. }
  3757. void VisualShaderNodeVarying::clear_varyings() { // static
  3758. varyings.clear();
  3759. }
  3760. bool VisualShaderNodeVarying::has_varying(const String &p_name) { // static
  3761. for (const VisualShaderNodeVarying::Varying &E : varyings) {
  3762. if (E.name == p_name) {
  3763. return true;
  3764. }
  3765. }
  3766. return false;
  3767. }
  3768. int VisualShaderNodeVarying::get_varyings_count() const {
  3769. return varyings.size();
  3770. }
  3771. String VisualShaderNodeVarying::get_varying_name_by_index(int p_idx) const {
  3772. if (p_idx >= 0 && p_idx < varyings.size()) {
  3773. return varyings[p_idx].name;
  3774. }
  3775. return "";
  3776. }
  3777. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_name(const String &p_name) const {
  3778. for (int i = 0; i < varyings.size(); i++) {
  3779. if (varyings[i].name == p_name) {
  3780. return varyings[i].type;
  3781. }
  3782. }
  3783. return VisualShader::VARYING_TYPE_FLOAT;
  3784. }
  3785. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_index(int p_idx) const {
  3786. if (p_idx >= 0 && p_idx < varyings.size()) {
  3787. return varyings[p_idx].type;
  3788. }
  3789. return VisualShader::VARYING_TYPE_FLOAT;
  3790. }
  3791. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_name(const String &p_name) const {
  3792. for (int i = 0; i < varyings.size(); i++) {
  3793. if (varyings[i].name == p_name) {
  3794. return varyings[i].mode;
  3795. }
  3796. }
  3797. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  3798. }
  3799. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_index(int p_idx) const {
  3800. if (p_idx >= 0 && p_idx < varyings.size()) {
  3801. return varyings[p_idx].mode;
  3802. }
  3803. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  3804. }
  3805. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type_by_index(int p_idx) const {
  3806. if (p_idx >= 0 && p_idx < varyings.size()) {
  3807. return get_port_type(varyings[p_idx].type, 0);
  3808. }
  3809. return PORT_TYPE_SCALAR;
  3810. }
  3811. //////////////
  3812. void VisualShaderNodeVarying::_bind_methods() {
  3813. ClassDB::bind_method(D_METHOD("set_varying_name", "name"), &VisualShaderNodeVarying::set_varying_name);
  3814. ClassDB::bind_method(D_METHOD("get_varying_name"), &VisualShaderNodeVarying::get_varying_name);
  3815. ClassDB::bind_method(D_METHOD("set_varying_type", "type"), &VisualShaderNodeVarying::set_varying_type);
  3816. ClassDB::bind_method(D_METHOD("get_varying_type"), &VisualShaderNodeVarying::get_varying_type);
  3817. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "varying_name"), "set_varying_name", "get_varying_name");
  3818. ADD_PROPERTY(PropertyInfo(Variant::INT, "varying_type", PROPERTY_HINT_ENUM, "Float,Vector,Transform"), "set_varying_type", "get_varying_type");
  3819. }
  3820. String VisualShaderNodeVarying::get_type_str() const {
  3821. switch (varying_type) {
  3822. case VisualShader::VARYING_TYPE_FLOAT:
  3823. return "float";
  3824. case VisualShader::VARYING_TYPE_VECTOR_2D:
  3825. return "vec2";
  3826. case VisualShader::VARYING_TYPE_VECTOR_3D:
  3827. return "vec3";
  3828. case VisualShader::VARYING_TYPE_COLOR:
  3829. return "vec4";
  3830. case VisualShader::VARYING_TYPE_TRANSFORM:
  3831. return "mat4";
  3832. default:
  3833. break;
  3834. }
  3835. return "";
  3836. }
  3837. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualShader::VaryingType p_type, int p_port) const {
  3838. switch (p_type) {
  3839. case VisualShader::VARYING_TYPE_VECTOR_2D:
  3840. return PORT_TYPE_VECTOR_2D;
  3841. case VisualShader::VARYING_TYPE_VECTOR_3D:
  3842. return PORT_TYPE_VECTOR_3D;
  3843. case VisualShader::VARYING_TYPE_COLOR:
  3844. if (p_port == 1) {
  3845. break; // scalar
  3846. }
  3847. return PORT_TYPE_VECTOR_3D;
  3848. case VisualShader::VARYING_TYPE_TRANSFORM:
  3849. return PORT_TYPE_TRANSFORM;
  3850. default:
  3851. break;
  3852. }
  3853. return PORT_TYPE_SCALAR;
  3854. }
  3855. void VisualShaderNodeVarying::set_varying_name(String p_varying_name) {
  3856. if (varying_name == p_varying_name) {
  3857. return;
  3858. }
  3859. varying_name = p_varying_name;
  3860. emit_changed();
  3861. }
  3862. String VisualShaderNodeVarying::get_varying_name() const {
  3863. return varying_name;
  3864. }
  3865. void VisualShaderNodeVarying::set_varying_type(VisualShader::VaryingType p_varying_type) {
  3866. ERR_FAIL_INDEX(p_varying_type, VisualShader::VARYING_TYPE_MAX);
  3867. if (varying_type == p_varying_type) {
  3868. return;
  3869. }
  3870. varying_type = p_varying_type;
  3871. emit_changed();
  3872. }
  3873. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type() const {
  3874. return varying_type;
  3875. }
  3876. VisualShaderNodeVarying::VisualShaderNodeVarying() {
  3877. }
  3878. ////////////// Varying Setter
  3879. String VisualShaderNodeVaryingSetter::get_caption() const {
  3880. return vformat("VaryingSetter");
  3881. }
  3882. int VisualShaderNodeVaryingSetter::get_input_port_count() const {
  3883. if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
  3884. return 2;
  3885. }
  3886. return 1;
  3887. }
  3888. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_input_port_type(int p_port) const {
  3889. return get_port_type(varying_type, p_port);
  3890. }
  3891. String VisualShaderNodeVaryingSetter::get_input_port_name(int p_port) const {
  3892. if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
  3893. if (p_port == 0) {
  3894. return "color";
  3895. } else {
  3896. return "alpha";
  3897. }
  3898. }
  3899. return "";
  3900. }
  3901. int VisualShaderNodeVaryingSetter::get_output_port_count() const {
  3902. return 0;
  3903. }
  3904. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_output_port_type(int p_port) const {
  3905. return PORT_TYPE_SCALAR;
  3906. }
  3907. String VisualShaderNodeVaryingSetter::get_output_port_name(int p_port) const {
  3908. return "";
  3909. }
  3910. String VisualShaderNodeVaryingSetter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3911. return vformat("varying %s %s;\n", get_type_str(), varying_name);
  3912. }
  3913. String VisualShaderNodeVaryingSetter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3914. String code;
  3915. if (varying_name == "[None]") {
  3916. return code;
  3917. }
  3918. if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
  3919. code += vformat(" %s = vec4(%s, %s);\n", varying_name, p_input_vars[0], p_input_vars[1]);
  3920. } else {
  3921. code += vformat(" %s = %s;\n", varying_name, p_input_vars[0]);
  3922. }
  3923. return code;
  3924. }
  3925. VisualShaderNodeVaryingSetter::VisualShaderNodeVaryingSetter() {
  3926. }
  3927. ////////////// Varying Getter
  3928. String VisualShaderNodeVaryingGetter::get_caption() const {
  3929. return vformat("VaryingGetter");
  3930. }
  3931. int VisualShaderNodeVaryingGetter::get_input_port_count() const {
  3932. return 0;
  3933. }
  3934. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_input_port_type(int p_port) const {
  3935. return PORT_TYPE_SCALAR;
  3936. }
  3937. String VisualShaderNodeVaryingGetter::get_input_port_name(int p_port) const {
  3938. return "";
  3939. }
  3940. int VisualShaderNodeVaryingGetter::get_output_port_count() const {
  3941. if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
  3942. return 2;
  3943. }
  3944. return 1;
  3945. }
  3946. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_output_port_type(int p_port) const {
  3947. return get_port_type(varying_type, p_port);
  3948. }
  3949. String VisualShaderNodeVaryingGetter::get_output_port_name(int p_port) const {
  3950. if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
  3951. if (p_port == 0) {
  3952. return "color";
  3953. } else {
  3954. return "alpha";
  3955. }
  3956. }
  3957. return "";
  3958. }
  3959. bool VisualShaderNodeVaryingGetter::has_output_port_preview(int p_port) const {
  3960. return false;
  3961. }
  3962. String VisualShaderNodeVaryingGetter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3963. String from = varying_name;
  3964. String from2;
  3965. if (varying_name == "[None]") {
  3966. switch (varying_type) {
  3967. case VisualShader::VARYING_TYPE_FLOAT:
  3968. from = "0.0";
  3969. break;
  3970. case VisualShader::VARYING_TYPE_VECTOR_2D:
  3971. from = "vec2(0.0)";
  3972. break;
  3973. case VisualShader::VARYING_TYPE_VECTOR_3D:
  3974. from = "vec3(0.0)";
  3975. break;
  3976. case VisualShader::VARYING_TYPE_COLOR:
  3977. from = "vec3(0.0)";
  3978. from2 = "0.0";
  3979. break;
  3980. case VisualShader::VARYING_TYPE_TRANSFORM:
  3981. from = "mat4(1.0)";
  3982. break;
  3983. default:
  3984. break;
  3985. }
  3986. } else if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
  3987. from = varying_name + ".rgb";
  3988. from2 = varying_name + ".a";
  3989. }
  3990. if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
  3991. String code;
  3992. code += vformat(" %s = %s;\n", p_output_vars[0], from);
  3993. code += vformat(" %s = %s;\n", p_output_vars[1], from2);
  3994. return code;
  3995. }
  3996. return vformat(" %s = %s;\n", p_output_vars[0], from);
  3997. }
  3998. VisualShaderNodeVaryingGetter::VisualShaderNodeVaryingGetter() {
  3999. varying_name = "[None]";
  4000. }